Time Nick Message 03:20 ektor hello everybody 03:21 ektor I need help : how can I repare this error : "Not registering alias, item with same name is already defined:" 03:22 ektor stairs:slab_brick -> nether:slab_brick 04:01 tentkls_in_casca minetest.conf{ client_mapblock_limit = -1 }, but /teleport 500000, 50, 50 errors => out of bounds 04:01 tentkls_in_casca isnt minetest an infinite block? 04:03 tentkls_in_casca probably a dumb error on my part, but in my mc world i use a full 100k in a train netwoek 04:03 tentkls_in_casca s/netwoek/network 04:06 tentkls_in_casca so im a bit worried i wasted my last week / half ":| 04:49 Miner_48er tentkls_in_casca, it's about 60000^3 06:34 Milan[m] hmm i am a bit unhappy that a modded server easily causes 2.8G client memory usage :( 06:34 Milan[m] also that minetest is not swappable - this causes freezing computers and so on 06:52 Milan[m] actually i realized that all the partypeople joining my servers and timing out right after their joined potentially had to reset their computers due out of memory 08:31 Dumbeldor Milan[m]: You used how many mods ? :O 08:47 Milan[m] Dumbeldor: why is this important? isn't it more important what kind of mods are used? i think homedecor for example weights alot... 09:03 Milan[m] another thing i don't understand is that creative overrides item ranges ... is the "hand" also an item? 09:04 Dumbeldor I don't know sorry 09:19 juli hi all 09:19 juli i have a problem with the model of the minetest player ... 09:20 juli the model is one m more down then the selection box how can i change this? 09:20 juli i changed the selection box downwards but then the eyeoffset is wrong 09:21 juli i use as far as i know the latest stable version of both game and code 09:25 Milan[m] +1 >_> 09:28 juli ? 09:28 juli do u have the same problem? 09:30 juli oh sorry i use the latest dev not stable ... 09:34 Milan[m] juli: yea i have 09:36 juli ok interessting ... 09:36 juli i go to compile now a second time the latest dev (git -version) 09:37 juli and then i test it on minimal-development-test game too 09:41 juli yeah there is the same problem 09:41 juli i go to write it on forum 09:45 Milan[m] juli: but it doesn't happen with the default minetest_game and singleplayer in my case 09:45 juli hmm i go to clone it from github (do u use the stable or dev? ) 09:45 Milan[m] when i merged the character model files didn't update for some reason - but it is not caused by the default mod as i testwise replaced it completly without success in my game 09:46 Milan[m] always dev 09:47 juli true now i have the cloned the game and there it seems to work ... 09:48 juli yes also if i start is as a server ... 09:49 juli thats wierd, on my little server i set up, i cloned yesterday the game but it didn't work 09:49 juli maybe its a setting in the minetest.conf because i use the old?? 09:53 Milan[m] i don't remember any related settings in that config file... 09:53 juli yes i could so far also find nothing 09:55 Milan[m] anyway i think the most problem (for me) is that some mods are causing a huge memory usage impact for clients while the mediafiles and stuff are way less than the actual memory usage - also the server needs way less. on illuna.rocks:3000{0,2}, the client needs between 2.8G - 3G ram. -.- 09:55 Milan[m] and as the lately added mods like scifi nodes didn't affect that much, i assume it's a mixture of loaded chunks and 3d nodes 09:56 juli ? so because of that the model is placed wrong? 09:57 Milan[m] hm? no i still want to cry about this memory usage problem - has nothing todo with the player model 09:59 juli ok .. 10:00 juli wierd now it works with my server game too but i changed there nothing ... 10:00 Milan[m] o.O 10:02 juli oh lol it doesn't work, my eyeoffset is wrong only my model patch works XD 10:07 juli so since the default minetest_game works i go to move all non-default mods to a fresh minetest_game and test weather it works then 10:10 juli ok so far it works, maybe there are other new things away from the mods, which can do this? ... 10:29 rdococ yay 10:43 juli @Milan[m] ok i fixed the character model problem by replacing the old game with a new (not only the mods) and then i readded the old non default-mods and the old minetest.conf ... 10:43 juli now it seems to work well 11:09 Milan[m] juli: so its unclear what exactly caused it hmm 11:17 juli yes it is ... 11:19 juli but it must be a change in the game or engine, because if i join the server with an old client the third person view is wrong 11:20 juli then the model is 1m more upwards + other players are black 11:20 juli with a new client it is ok 11:24 juli but with that new client it looks wierd on other servers 11:24 juli with old game 11:39 sy rubenwardy: what you suggested yesterday doesn't work 11:39 sy the 'items' variable looks like userdata: 0x4180a818 when printed 11:41 sy creative_list[#creative_list+1] = name .. " 99" lol this worked 11:41 sy i can't believe that worked 11:44 ph3-der-loewe you can convert it to a string or table. 11:44 ph3-der-loewe if needed. 12:05 MinetestBot 02[git] 04juozaspo -> 03minetest/minetest: Fix crash when using --go in command line 1380ded73 https://git.io/v7gHN (152017-08-03T12:03:15Z) 12:08 Megaf !up mt.megaf.info 30003 12:08 MinetestBot mt.megaf.info:30003 is up (7ms) 12:08 Megaf at least that still working 12:10 sy !up mt.zm.is 12:10 MinetestBot mt.zm.is:30000 is up (2ms) 12:10 sy neat. 12:31 sy https://0x0.st/kgP.png quite the view 13:11 juli oh man sorry but the next mod i install on my server is admin toys, for silly players ;-) 13:25 ThomasMonroe hi juli 13:35 juli hi 13:37 ThomasMonroe you the owner of the raspberry planets? 14:08 juli @Thomas yes 14:15 ThomasMonroe ah ok 14:36 sy Seems the 3d_armor mod is causing the player to look like they are a block shorter 14:38 calcul0n sy, it could be an incompatibility between the client and server versions 14:38 calcul0n there were a bug like this recently, but it was the inverse 14:38 sy one block too big? 14:38 sy i've seen that one 14:38 calcul0n yes 14:39 sy but in this one only the model is too big 14:39 sy ie from first person it doesnt look like the player is shorter 14:39 calcul0n ha, is it the case here ? 14:39 sy yeah 14:40 sy so other people seem me as small 14:40 calcul0n hmm, funny :) 14:40 sy but i don't 14:46 Dafoex Hello, I'd like some help regarding crash recovery. I've had a power failure and now one of my worlds won't load, giving an error about the server running a different version of minetest 14:48 Dafoex I've had a brief poke in the files and it seems that env_meta.txt has become corrupt, and I'd appreciate some help recovering, please. 14:51 juli @sy i had an similar problem today, i updated the client and the server to the latest git and then it was ok again, only that my client doesn't work now on older servers anymore well ... 14:51 juli u could also switch to stable instead 14:51 juli but i gtg 14:54 Dafoex I'm afraid I'm very new to this, I believe I'm on the latest version (0.4.16? the one with mese lamp posts) and I'm pretty sure I'm also on stable. 14:58 DS-minetest is there a difference between itemstack:get_definition() and minetest.registered_items[itemstack:get_name()]? 14:59 DS-minetest i think not, please correct me if i'm wrong 14:59 rdococ moo 15:00 DS-minetest are you a cow? 15:00 rdococ :O how rude 15:00 rdococ DS-minetest: anyway, there is - especially if the itemstack is actually a node 15:01 DS-minetest oh, please tell me 15:01 rdococ I think, anyway 15:01 rdococ idk for sure 15:01 * DS-minetest didnt want to be rude, he just wondered 15:01 rdococ ik 15:02 DS-minetest so, if it's a node is itemstack:get_definition() the same as minetest.registered_nodes[itemstack:get_name()] 15:02 rdococ idk, I guess? 15:02 DS-minetest ok 15:02 rdococ I honestly didn't realize :get_definition existed until you mentioned it :P 15:02 DS-minetest it's also new to me 15:02 * DS-minetest wonders what minetest.get_dig_params is 15:03 DS-minetest it's not documented 15:03 DS-minetest in lua_api.txt 15:03 DS-minetest was it replaced? 15:18 cx384 DS-minetest, look https://github.com/search?q=org%3Aminetest+get_dig_params&type=Code 15:19 DS-minetest how awful, why isn't it documented in lua_api.txt? 15:20 rdococ is storageref per world as well as per mod? 15:21 DS-minetest in ssm yes 15:21 rdococ ssm? 15:21 DS-minetest server side modding 15:21 rdococ ah, server-side 15:21 rdococ csm and ssm 15:21 rdococ k, good 15:29 Dafoex Sorry, I'm a fool. If I'd looked at the wiki first I'd have solved my problem. Thanks anyway! 15:29 rdococ fool detected :P 15:32 sy https://0x0.st/kgR.webm this is what happens when you fall 1000 blocks 15:48 cx384 the minetest table: https://paste.debian.net/979655/ not everything of this is documented 15:56 DS-minetest how does minetest.dig_node(pos) check if it's protected, it has no player name 15:57 sy it doesn't 15:58 DS-minetest * `minetest.dig_node(pos)` 15:58 DS-minetest * Dig node with the same effects that a player would cause 15:58 DS-minetest * Returns `true` if successful, `false` on failure (e.g. protected location) 15:59 DS-minetest hm, does minetest.dig_node call the on_dig of a node? 16:00 cx384 I think so. 16:04 rdococ wait, what player is designated as "digging" it? 16:08 cx384 "minetest.node_dig(pos, node, digger)" 16:09 DS-minetest dig_node 16:09 cx384 I prefer node_dig. 16:14 DS-minetest but i don't have a digger 16:23 DS-minetest does minetest.dig_node simply use csn_dig? 16:23 DS-minetest can* 16:25 DS-minetest ah, yes, it does 16:58 AntumDeluge Supposedly, a list of registered ores is contained in 'minetest.registered_ores'. But the indexed values are numbers. Is there a way to extract the ore name from 'minetest.registered_ores'? 16:58 DS-minetest i found core.node_dig in builting but not core.dig_node 16:59 DS-minetest * `minetest.register_ore(ore definition)` 16:59 DS-minetest * returns an integer uniquely identifying the registered ore 16:59 DS-minetest * added to `minetest.registered_ores` with the key of `ore.name` 16:59 DS-minetest * if `ore.name` is nil, the key is the returned ID 16:59 DS-minetest looks like the ore.name is nil 17:01 AntumDeluge Okay, so if an ore is registered without the 'name' field, the 'name' field becomes the ID? 17:01 AntumDeluge *integer ID? 17:29 bhelit i was told MT has 60000^3 blocks, but i get a 'out of map bounds' error when i try to `/teleport 50000, 50, 0 17:30 AntumDeluge It looks like I need to use the 'ore' field: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4422 17:37 AntumDeluge Yep, that's what I needed, the 'ore' field. 17:42 bhelit is the map bound to 20,000 up/down n/e/w/s ? 17:43 DS-minetest bhelit: 30000 to + and - => 60000 17:44 bhelit DS-minetest, thanks for the answer. any hope to be able to mod that? 17:45 DS-minetest ? 17:45 DS-minetest what do you mean? 17:45 bhelit for the engine to support million+? 17:45 DS-minetest why do you need so much space? 17:46 bhelit i use 100,000 on my current minecraft map. 30k in lines in all four directions, with a portal every 2000 blocks 17:47 bhelit i like lua, i hate java. i like opensource, i hate uncertain reverse engineering 17:48 bhelit MT performs great imo. better than mc. in its mechanics. 17:49 calcul0n changing the size limit is probably impossible because of the hashed pos values used everywhere 17:49 calcul0n that would break a lot of things 17:50 sy any ideas on a cool server name? 17:52 bhelit calcul0n, thanks for the insight. damn damn double-damn 17:53 Wuzzy Can someone help me with this?: 17:53 Wuzzy https://forum.minetest.net/viewtopic.php?f=47&t=17125 17:54 bhelit minecraft is likely moving out of java and more closed-source. which would make MT more valuable. but these are serious limitations ":| 17:56 calcul0n well, maybe compute 60000^3 by hand and see if it's really too small :) 17:57 bhelit 30,000 blocks up/down is kinda worthless wouldnt u say :D 17:58 calcul0n hehe 17:59 calcul0n it's useful in games like space worlds or things like that 18:00 bhelit that would be interesting now to think of it 18:00 bhelit add a the sky island mod :D make it mario-esk 18:06 juli @Wuzzy have u tested to set cracky=-1? 18:06 juli or so 18:07 Wuzzy this is not a solution 18:07 Wuzzy i can't change the node groups 18:07 juli hmm was only an idea 18:07 habeangur what will happen if we do cracky=-1 18:07 juli or an other: 18:07 habeangur ? 18:07 Wuzzy nothing 18:07 juli replace the digged nodes on_dig 18:07 Wuzzy no, if on_dig is calle it is already too late 18:07 juli i mean instandly undo it 18:08 habeangur Wuzzy: it will act like cracky=1 or acts like if cracky did not exist? 18:08 Wuzzy stop the group nonsense please. I can not touch the node groups 18:08 Wuzzy the idea is, the tool must be unable to dig anything 18:08 habeangur Wuzzy: I just wanted for my information 18:08 Wuzzy no matter which node 18:09 habeangur Wuzzy: and I don't know what are you doing. 18:09 Wuzzy so it doesnt matter if its stone, obsidian, diamond block or a torch. nothing should be diggable 18:09 Wuzzy ok 18:09 Wuzzy i want a tool which disallows digging 18:09 Wuzzy not even hand-level digs 18:10 Wuzzy but I can not lose the continuous swinigng either 18:10 Wuzzy its for sword 18:10 Wuzzy i want to re-implement the Minecraft behaviour of sword in Creative Mode 18:11 Wuzzy in MC creative mode, you can dig everything instantly. but if you hold your sowrd, u dont dig anything 18:11 habeangur Wuzzy: how about a food?but user can not eat it 18:12 Wuzzy i will lose continous swinging then 18:12 Wuzzy the sword will start to only swing per-click, not when i hold down mouse 18:12 Wuzzy so on_use is out of question either 18:13 Wuzzy I start to believe my seemingly simple task is currently impossible 18:13 calcul0n Wuzzy, stupid idea : override minetest.is_protected() so that it always returns true when you want 18:14 Wuzzy this is lame 18:14 Wuzzy i do not want hackish solutions 18:16 bhelit job done is a job solved 18:17 bhelit but then again im a hacker 18:40 sy is there a mod that can make roads? 18:40 sy or can worldedit replace just the top layer with a certain material 18:41 sofar it's not too hard to do that with //lua 18:41 bhelit sy, i like world edit for its ability to stack 18:41 sofar but making nice curvy roads is difficult 18:41 sy i like the stack too 18:41 sy sofar: i could just replace grass :P 18:41 sy but that'd leave grass on the road 18:41 sy uh, dirt with grass* 18:41 sofar yes, but still hard to make curved roads 18:42 bhelit sofar, with //lua? 18:42 sy that's hard even by hand 18:42 sofar I've tried reimplementing a really nice MC mod that could make roads, bridges as-you-walk 18:42 bhelit i've yet to tap into that form of moding 18:42 sofar I probably should see if I can recreate it 18:42 bhelit i heard of that mod, did u talk about it in a forum? 18:42 sofar you could essentially just walk around the map and it would lay roads exactly as you walked around 18:43 sofar no, I never posted it I think 18:43 sofar it didn't work yet 18:43 sy hey that's a nice idea 18:43 sy also, what are roads made out of? 18:43 sofar the MC mod had an editor where you could design roads and bridges with various shapes and materials 18:43 sy i'm thinking just cobblestone for out-of-spawn roads 18:44 sofar so you could even use slabs or stairs in them automatically 18:44 sy or desert cobble... 18:44 sofar and add railings, covers, road lights 18:44 sy gravel is noisy af so prolly not that 18:45 sofar for reference, this is the bukkit mod I'm referring to: https://dev.bukkit.org/projects/lazyroad 18:45 sofar I dislike straight roads, so WE doesn't do it for me 18:46 bhelit sofar, you can add a mathematical modifier 18:48 sofar that would make curves, but only ones that are easy to describe with a formula 18:49 sofar I just really like making free form roads by walking around 18:49 bhelit but how would you deal with gradients? 18:50 bhelit would it tunnel thru mountains? 18:52 bhelit calcul0n, would it be possible create layers of overworld? 0,[50-30,000], 0 is mostly wasted space 18:53 bhelit at 5,000 high it should be high enough for the sky to be rendered as normal, so it maintains an overworld feel 18:56 bhelit [0,5000,0]-[0,6000,0] underworld layer. [0,6001,0]-[0,11000,0] overworld layer ... creating a 5 layer map? 18:56 calcul0n bhelit, probably possible yes, but that won't easy i guess 18:57 bhelit calcul0n, thats all the hope one ever needs 18:57 sofar bhelit: it automatically follows you up and down hill and builds the road according to your path that way 18:57 sofar bhelit: and yes, it can even tunnel for you and make bridges 19:00 bhelit calcul0n, a benefit is the spawners could work on different y spectrums, allowing a new dimension feel with diff mobs 19:56 sy all right time to bring my server live... 20:05 sy !server Cyberia 20:05 MinetestBot sy: Cyberia | 92.26.175.118:30001 | Clients: 1/15, 0/6 | Version: 0.4.16-dev / minetest | Ping: 38ms 20:05 sy no 20:05 sy !server Puritan 20:05 MinetestBot sy: Puritan/Cyberia Semi-Generic Server | mt.zm.is | Clients: 0/15, 0/0 | Version: 0.4.16-dev / puritan | Ping: 1ms 20:23 bhelit is there any mega-tar of all mods? if not I can contribute that to the community. im a scraper by calling 20:23 sfan5 i don't think there is one 20:23 sfan5 who would ever need that tho? 20:24 bhelit i like it. mainly for code reuse then 'as-is' implementation 20:24 sofar many mods conflict or duplicate stuff, too 20:25 sofar github.com/minetest-mods 20:25 sofar no real need to duplicate that I think 20:25 bhelit ive never seen this. i think its what i am looking for. thanks for link 20:26 sofar 140 mods in there atm. some mod devs are refusing to moving mods into there though 20:27 sy bhelit: there is 20:27 sy look up the minetest megapack 20:28 bhelit awesome thanks. wow 2012 was great then it all fell, same thing in minecraft 20:28 bhelit but if there is one lesson to learn from Blizzard games. good games never die. starcraft remastered/diablo for instance. they come back always 20:30 sy Is it better to have interactless players searching for the keyword in an enclosed area or just in spawn? 20:42 sy also, i'm finding new players don't read the rules at all... 20:42 sy maybe it'd be better to have a popup menu 20:47 calcul0n some servers have this 20:47 calcul0n not sure it would change anything for those who don't wan't to know :) 20:47 sy also this damn playermodel bug