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IRC log for #minetest, 2018-07-07

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01:10 MinetestBot [git] SmallJoker -> minetest/minetest_game: Update carts from boost_cart ecea536 https://git.io/fNvfY (2018-07-07T01:08:36Z)
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06:41 cafee Hey guys, how can I get a scrollbar added in a textarea formspec element? The lua_api says that it's automatically added if the text overflows https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1941
06:41 cafee But it doesn't happen to me
06:49 lumberJ cafee not sure if that comment refers to text added in game or default text. could be the problem
06:49 lumberJ you should be able to manually add a scrollbar though
06:49 lumberJ L2049
06:50 lumberJ haven't had to use that myself though so i can't comment how well that works
06:51 cafee I tried both
06:51 cafee It doesn't add a scrollbar in any way
06:58 lumberJ someone was here talking about that recently. seems like they didn't have the coordinate just right, so it didn't show up
06:59 lumberJ you could search the irc logs and see if they resolved it: https://www.google.com/search?q=site%3Airc.minetest.ru+inurl%3Aminetest
07:02 lumberJ i wasn't paying especially close attention but i want to say that it was in the last week or so. i think the coordinate for the scroll bar had to be at the top and left of the left edge of the text area, but don't quote me on that
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07:05 cafee http://irc.minetest.net/minetest/2018-06-28#i_5345246
07:05 cafee this?
07:09 lumberJ that looks like it
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07:09 cafee Well it's about the scrollbar element itself
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09:15 cafee Hey guys, how can I enforce a formspec window? Or at least respawn it if it was closed? I'm displaying it to newly joined players with register_on_joinplayer, but players can dismiss the window with esc key so register_on_player_receive_fields is not called
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09:18 Astrobe cafee: checkout https://forum.minetest.net/viewtopic.php?f=47&t=20315
09:19 Astrobe Also, there's a mod for that already. retrieving it...
09:21 cafee Yes, it works, thanks
09:22 Astrobe ok.
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12:50 Andrey01 hi
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12:51 Andrey01 Has anybody tested minetest.hud_replace_builtin() function? At least this function doesn`t work at all
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12:53 Andrey01 I even saw statbar.lua file in builtin and i saw the table definition of "healthbar" is same i have, but it doesn`t work
12:53 entuland Andrey01, could you share your code and the code you're comparing yours with?
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12:55 Andrey01 yes, of course
12:55 Andrey01 wait
12:57 Andrey01 https://gist.github.com/Andrey2470T/4b9fcc6088eec63eaf51ba568b951766
12:57 Andrey01 I`ve uploaded it to gist
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13:01 entuland Andrey01, and how your code is misbehaving exactly?
13:02 Andrey01 It doesn`t dispaly new HUD healthbar texture
13:02 entuland where did you put the texture exactly?
13:03 Andrey01 http://www.imageup.ru/img208/3118212/screenshot_20180707_160220.jpg
13:03 entuland no I mean where you placed the PNG file in your mod's folder structure
13:04 Andrey01 in "textures" file
13:04 Andrey01 folder*
13:04 entuland can you share the texture as well so that I can repro your scenario?
13:04 Andrey01 and texture name is correct exactly
13:05 Andrey01 https://ufile.io/pdg4y
13:05 Andrey01 here you can download my texture
13:07 entuland remind me the exact file you pulled that code from
13:07 entuland statbar.lua but in what folder exactly?
13:08 entuland /builtin/game/statsbar.lua?
13:08 Andrey01 yes
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13:08 entuland k
13:09 quater Hello, I'm trying to use minetest.sha1 but type(minetest.sha1) is nil, how can I use it ?
13:10 entuland I see that the definition is the same, yes, but the way you're actually applying it is different from that file
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13:11 entuland you're using the facility that file provides, though
13:11 entuland and should work
13:11 entuland I'm testing that out
13:11 sfan5 quater: update to a version that provides it
13:11 quater 0.4.17 ?
13:12 sfan5 for example
13:13 entuland I think I found out the issue, Andrey01
13:13 entuland cause it works for me
13:13 Andrey01 what is the issue?
13:13 entuland make sure you have damage enabled when running the world
13:14 Andrey01 but damage is enabled
13:15 Andrey01 and if i fall i will get damage, but healthbar doesn`t display
13:15 Andrey01 i am checking now it
13:16 entuland can't say, I've just tested it and it works for me
13:17 entuland are you running your override at the global level of your file or inside some function?
13:17 entuland it should be at the global level
13:17 entuland or, better, run at mod's load time
13:17 entuland so it can be inside a function as well
13:17 entuland assuming that function is an init function that gets run at load time
13:18 entuland just wildguessing here
13:19 Andrey01 i run this function inside global function
13:21 entuland and that function gets run when?
13:21 entuland just move it out from any function, put it on top of your file
13:21 entuland exactly as you shared it in your fiddle
13:22 entuland gist*
13:22 Andrey01 it gets run in process of the game
13:23 entuland that may be the difference
13:23 entuland cause the bar gets set at player login
13:23 entuland if you're running your override while you're already playing, that is probably what is not making it to work
13:23 Andrey01 but what to move out it on top of file for, then this function won`t call minetest.hud_replace_builtin() because it will separate
13:24 entuland uh?
13:24 entuland could you paste your _entire_ init.lua?
13:24 entuland cause I am just using what you shared
13:24 entuland and it works fine
13:24 entuland without anything more than that in the  init.lua file
13:24 Krock *paste your _entire_ init.lua to pastebin.com or similar
13:24 entuland ehhe, eh used gist already, Krock  :P
13:25 entuland but it's good to have the reminder :)
13:25 entuland please just don't advertise pastebin.com :)
13:26 Krock entuland: not everybody has a GitHub account
13:26 Andrey01 https://gist.github.com/Andrey2470T/c14d6acfc2a4e07b888b560ccd9fbdac
13:26 entuland correct, but there are many more free services way better than pastebin.com that don't get firewalled or the alike :)
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13:27 entuland just move lines 15 - 23 outside
13:27 entuland it will work just fine
13:27 jluc I use http://pastebin.fr
13:27 jluc it has a LUA highlighter when required
13:28 Krock *Lua
13:28 Krock or did you really mean LUA? https://github.com/mniip/LUA
13:28 Andrey01 will it really work if i move that outside?
13:28 Andrey01 well ok
13:28 entuland just try it, I just did that and it worked for me
13:29 entuland after all, all you're doing is overriding a table, then its statsbar.lua doing the actual work of applying it when the player logs in
13:30 Andrey01 no, this is not what i wanted, i`ve moved it outside and it has been changed at once when i`ve logged in
13:31 entuland ah
13:31 Andrey01 but i wanted it to change in process of the game
13:31 entuland then you want a different approach I guess
13:31 Andrey01 for example, when i have eaten toxic apple and i get new HUD
13:32 entuland look at statsbar.lua
13:32 entuland line 126
13:32 Krock statbars.lua
13:33 entuland yep, statbars.lua
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13:35 entuland actually, now that I read that code better... it _should_ work even if you run it while the player is already in
13:36 entuland I have no idea why it's not working to replace the bar at runtime
13:36 entuland but I didn't test that, so I'll test it myself
13:37 Andrey01 it looks like this function runs only when a player has joined, it can not run in process of the game
13:37 entuland uhm.. no, it runs
13:37 Andrey01 there is core.register_on_joinplayer()
13:37 entuland it simply doesn't the work properly
13:38 entuland doesn't _do_ the work properly
13:38 Andrey01 but how to do it to run in game process then?
13:38 entuland I have no idea
13:38 rubenwardy try a minetest.after
13:38 Andrey01 what for?
13:39 entuland checking
13:39 entuland nope, same effect rubenwardy
13:39 entuland the normal hearts dissappear
13:39 entuland but the new ones don't load
13:39 entuland the same call works fine if ran at mod load time
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13:40 entuland and shows the hearts with the new texture
13:41 rubenwardy ohh
13:41 rubenwardy right
13:41 entuland found the culprit?
13:41 rubenwardy move  minetest.hud_replace_builtin to before the player joins
13:41 rubenwardy maybe during load time
13:41 entuland eh but he wants to replace the bar after eating some poisonous stuff or the alike
13:41 entuland is it doable at all?
13:41 rubenwardy you can't do  minetest.hud_replace_builtin per player
13:42 rubenwardy notice the minetest.
13:42 rubenwardy you need to do stuff using player: things
13:42 entuland oh
13:42 entuland so he should replicate what statbars.lua actually does internally
13:42 entuland to a specific player
13:43 rubenwardy looks like you should do    hud_set_flags({ health = false })
13:43 rubenwardy then add your own health hud
13:43 rubenwardy kinda ew
13:43 entuland Andrey01, try that :)
13:43 rubenwardy you'll have to use register_on_hpchange to change the number when it changes
13:44 Andrey01 ok
13:45 rubenwardy ffs
13:47 Andrey01 do i need to use minetest.register_on_hpchange() you have written?
13:48 Andrey01 minetest.register_on_player_hpchange()
13:48 Andrey01 only it looks like it will cal if player hp is changed
13:49 Andrey01 https://dev.minetest.net/minetest.register_on_hpchange
13:49 entuland If I got that right, Andrey01, you need to do two separate things:
13:50 entuland one is disable the regular health bar and replace it with a new hud created by you, using the new texture
13:50 entuland and
13:50 entuland to update that new hud element
13:50 rubenwardy correc
13:50 entuland hook into that on-hp-change
13:50 rubenwardy you'll need to update it when the health changes
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13:50 rubenwardy unfortunately
13:51 Andrey01 ah, i have understood all
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13:59 Topic for #minetest is now Welcome to the official Minetest channel  | Latest version: 0.4.17.1 (2018-06-10) | General, player, and  modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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14:02 Topic for #minetest is now Welcome to the official Minetest channel  | Latest version: 0.4.17.1 (2018-06-10) | General, player, and  modder discussion is on-topic. If in doubt, post here | Responses may take a while, be patient | Rules: http://wiki.minetest.net/IRC#Rules | Development: #minetest-dev | Server list: http://minetest.net/servers | IRC logs: http://irc.minetest.net/minetest/
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14:33 adfeno Is there an admin of Xanadu here?
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14:34 tenplus1 hi folks
14:34 Krock adfeno: ^
14:34 tenplus1 whassup adfeno
14:36 Krock inb4 timed out
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14:55 Andrey01 hi
14:56 Andrey01 get_meta() doesn`t work for player, why? at least, it is written in lua_api.txt
15:00 Andrey01 and someone said this is new feature, what a version does support it?
15:01 sur3 hi I saw a swappable armor stand with redstones and wonder if something similar is possible with mesecons, but I have 2 problems.. 1. the stands dont fall 2. how to through a stand upwards multiple blocks? Is there an easy solution?
15:01 sur3 *to throw
15:06 Krock Andrey01: you need 5.0.0-dev or later to use get_meta() on players
15:07 Andrey01 where can i download that version?
15:08 Krock https://forum.minetest.net/viewforum.php?f=42 https://gitlab.com/minetest/minetest/pipelines or compile it yourself (TM)
15:12 sur3 I read something about native functions in minetest to make nodes fall like "minetest.check_for_falling" or "nodeupdate", is there a config option to make nodes fall or do i need a mod?
15:14 Krock nodeupdate is deprecated
15:14 Krock you can use spawn_falling node
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15:16 sur3 ah ok thanks, but falling nodes are not included in minetest_game? thought I was just missing the config option..
15:16 Krock however, minetest.check_for_falling(pos) will be as if you'd dig a node to let the sand above fall
15:17 Krock yes, they're not included in MTG because it's a part of the minetest core
15:17 adfeno sur3: also gravel
15:17 sur3 What would be need would be a sticky falling node, like a falling node where you can attach stuff on top that falls together with it..
15:17 sur3 *neat
15:22 sur3 ok i found the fallen_nodes mod, I'll suggest the sticky falling node idea there.. ^^
15:29 sur3 I wonder is the oposite of falling nodes also implemented in minetest, similar to the octorok balloons in zelda botw, that rise in hight..
15:33 adfeno sur3: If i recall correctly, default fallen nodes already behave that way
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15:34 sur3 ohh ok ill test that ^^
15:36 sur3 nope seems not to work, I placed an armor stand on top of sand and let the sand fall but the armor stand stayed in the air ^^
15:36 adfeno sur3: Hm... seems to be fault of the armor_stand properties then.
15:37 sur3 but with cobblestone it also does not work..
15:38 adfeno If i recall correctly, in terms of development, items above blocks that suffer from gravity also have to suffer from gravity for that to work
15:38 adfeno both the armor stand and the cobblestone don't suffer from gravity
15:39 adfeno but if you stack gravel or sand on top of either one of gravel or sand, and dig the bottom, they will fall together
15:39 sur3 yeah ok with sand or gravel only it works that is true, but not useful when building a complex mesecon machine ^^
15:40 Astrobe combine with the attached_node property
15:40 Astrobe a node attached to another node will fall if its attached node disappears.
15:40 Astrobe or rather, drop as an item.
15:41 sur3 ah ok
15:43 sur3 i wonder if there is a node move command like move node at position something to position somethingelse with all its metadata?
15:44 Astrobe Is it me or images won't display in Shara's Hedge mod post?
15:45 Shara They display for me
15:45 Shara And the site I host them on is definitely up
15:46 Shara Maybe you have something that blocks it?
15:46 adfeno Or they force people to run some script (not simply linking to images)?
15:47 Shara They are simple links
15:47 Shara They're on my own site
15:47 adfeno could you share the link to the minetest forum post, please?
15:48 Shara https://forum.minetest.net/viewtopic.php?f=11&t=20427
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15:50 Shara One of the images can also been seen here: https://content.minetest.net/packages/Shara/hedges/
15:52 jluc i see the images
15:52 Shara Thanks. So do some others I've checked with.
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15:55 Astrobe wow, weird. I had to click on the "image" text label to see the image, and now I see them in the post. Looks like my browser has an issue. Sorry for the trouble.
15:56 adfeno Astrobe: Don't worry :D
15:56 Shara It's no problem at all :)
15:56 Shara I'm just happy people were interested enough to care :D
15:57 adfeno It is a good idea to watch out for pesky image hosting websites that make people pass through a wall of autoexecuted non-free software in JavaScript in order to see stuff. But this case wasn't like that :D
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15:58 Shara It was a surprisingly tricky little mod to get right, so hoping someone finds it useful.
15:58 adfeno I like it very much Shara
15:58 Shara And yes... that's why I don't like to use free image hosting sites for the most part.
15:59 Shara I do use a free domain name (which could potentially cause issues for people who think those only have bad content), but that's mostly because I could never settle on a name I liked enough and was available. I make sure the actual hosting is somewhere okay though. :)
16:04 Astrobe In theory MediaGoblin could be used for that kind of thing.
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16:06 Astrobe Will we have to wait for the 22nd century to have easy decentralized file hosting? Or will something like ipfs take over the world? Find out in the next episode.
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16:34 Ruslan1 Hi sur3
16:34 sur3 Hi Ruslan1
16:35 Ruslan1 You play hameer server
16:35 Ruslan1 ?
16:36 Ruslan1 sur3: you play hameer server
16:37 sur3 yes, but Lisaking destroyed everything :-/
16:38 Ruslan1 My lighthouse is gone
16:38 Ruslan1 It happened
16:38 sur3 Yes my Rainbowhouse is also gone
16:38 Ruslan1 And also mesecon is rip
16:39 sur3 I build a new one but I'll probably concetrate more on Edolas ^^
16:40 sur3 yes rip mesecons, I dont think I wil play much on hameers server anymore, I have enough work with Edolas and there my buildings are save ^^
16:40 Ruslan1 Do you know hacker
16:40 sur3 what do you mean?
16:40 sur3 a player named hacker?
16:41 Ruslan1 Nobody
16:41 Ruslan1 That he hack my privs
16:42 sur3 No hameer said Lisaking had all privs and abused it to revoke others. ^^"
16:43 Ruslan1 What happened my privs
16:44 sur3 my privs were rovoked by Lisaking, probably yours have been revoked as well? Should I contact hameer to check it?
16:46 Ruslan1 So you hate Lisaking
16:46 sur3 Lol no where did you read that? xD
16:46 Astrobe A propos, what is the logic for attribution of full priviledges? When I run my server, sometimes I get all privs, sometimes basics.
16:47 Astrobe Even when I play singleplayer, sometimes I don't get full privs.
16:47 Astrobe I thought the first local player to connect gets them, but apparently this is not the case.
16:48 Ruslan1 Astrobe: you need do /grantme all
16:48 Astrobe True, but you need to have the /grant privilege for that.
16:49 Ruslan1 Yeah I know
16:50 sur3 I just change the privs in auth.txt when running remotely..
16:50 Ruslan1 How
16:50 Astrobe ssh.
16:50 sur3 yes :)
16:52 sur3 I think there is also something in the config file where you can set the name of the admin/singleplayer..
16:52 Ruslan1 Oh ok
16:53 sur3 https://github.com/minetest/minetest/blob/55b6bc085bee68ab8c2809cb87b16327e3ef0771/minetest.conf.example#L1469
16:53 Ruslan1 Ok I already did
16:55 sur3 but i always confuse which options belong in world.mt and which options in minetest.conf..
16:55 Ruslan1 It easy to make server
16:57 Astrobe Ah thanks, sur3, that will be helpful.
16:57 sur3 you're welcome :)
16:57 Ruslan1 :)
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16:58 Ruslan1 Hi paramat
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17:10 Ruslan1 sur3: I save my privs
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18:04 MinetestBot [git] TumeniNodes -> minetest/minetest_game: Add fence rails 7e1b07f https://git.io/fNvE8 (2018-07-07T18:03:33Z)
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19:20 GNU[BDC] sur3: world.mt is more for what mods to load and map format, rest is in mt.conf
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19:57 sur3 GNU[BDC], yeah but for example I put some stuff like "server_description" in both files but its using the server_description from minetest.conf, so if I would run a seoncs world it would have the same description, I feel some options I minetest.conf would be better in world.mt
19:58 sur3 *second
19:59 GNU[BDC] i don't have description in world.mt only conf
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20:02 MinetestBot [git] paramat -> minetest/minetest_game: Boats: Properly use 'dtime' for consistent responsiveness 5c8bd34 https://git.io/fNvg4 (2018-07-07T20:00:31Z)
20:02 sur3 yeah I just in the concept of seperation between these file is a bit confusing, dont know how that will be in 5.0 with diffferent realms, will the worlds just become realms?
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21:00 Astrobe If perlin/voronoi noise functions are tiling, and you do a modulus 2^16 on all X/Z coordinates, you get a round world, right?
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21:06 paramat round world as in terrain repeats? no, noise never repeats over any interval
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21:09 Astrobe I've seen perlin noise used to create planetary textures. I know that at least these textures can self-tile horizontaly.
21:09 paramat hmm actually
21:09 Astrobe for the vertical dimension I'm not sure because of the deformation of the spherical projection.
21:10 paramat it probably can depending on how it is coded
21:10 paramat but i doubt MT noise is coded to tile on a scale equal or smaller than a world
21:10 Astrobe yeah, I'm not sure if it's an intrisic property for perlin.
21:11 Astrobe And even less sure for voronoi.
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21:23 Astrobe Bah, one would have to implement timezones in this world. Too much trouble.
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21:33 paramat there is a PR for per-player time offset
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21:40 Astrobe Don't accept it. Next thing you know, they'll want daylight saving time.
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