Time Nick Message 00:15 scr267 OutOfControl: Emerge threads? num_emerge_threads ? 00:15 scr267 VanessaE: Oh thats pretty fast... interesting, thank you. 00:15 scr267 VanessaE: Mine's running on a postgresql backend (about 2Gbs now I think) and it took about 3 hours... :-/ 00:18 scr267 Sorry was away... 00:34 BillyS I'm trying to make a model to import in minetest that uses two different textures 00:35 BillyS And I want each texture to be applied to different faces 00:35 BillyS Obviously, I'd need to use UV mapping 00:35 BillyS (I'm using blender and exporting to a .x) 00:35 BillyS Can I just use 2 materials and apply them to different faces? 00:37 BillyS It seems I can 00:37 BillyS Thanks for your help ... I guess :P 04:00 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Remove now-unused 'puts out fire' group 13ec248d3 https://git.io/fpSRo (152018-12-08T04:00:38Z) 08:23 Alexand{er|ra} Fire can no longer be put out by cold things in the dev version? That's an interesting choice. 08:31 Alexand{er|ra} Ooh, the coral air death ABM was removed, too. I found that ABM mildly annoying. It made sense to have it included, but I'm still glad to see it gone. 08:33 Alexand{er|ra} Apples regrow too? Heh heh, actual orchards can be built now. 08:37 MinetestBot Xiong: Dec-06 01:13 UTC the change in sneaking occurs in desktop MT too, it's part of 'new movement code'. if you prefer the old sneak behaviour you can set that, see https://forum.minetest.net/viewtopic.php?f=18&t=17397 08:49 Xiong Mod that shows mapblock player currently inside? 09:07 Xiong Various protection mods may have this function but (a) singleplayer so don't need protection itself and (b) in any case, wish to avoid keyboard as much as possible. 09:08 Xiong Eg, "landrush" not so good. 09:32 Xiong "simple_protection" shows some sort of 16x16 volume, which I think can be configured to a 16x16x16 volume... and docs say this is on a fixed grid. But no way to know if this is aligned with mapblock. Experiment leads me to think not. 09:33 Xiong In fact, don't need a mod for this if I can read accurate docs on the alignment of the mapblock grid. Let me rephrase. 09:34 ClockGen Hey guys, who packaged minetest for android? 09:35 ClockGen I'm currently packaging 0.4.17 for f-droid but I have some questions regarding android build 09:35 Xiong Dunno but it's a good job of a very tough nut. 09:36 ClockGen I didn't find any info or instructions regarding what NDK version should I use, also there seems to be a problem with latest stable version tag 09:37 ClockGen I'm able to build 0.4.16, but with 0.4.17.1 I'm getting an error during applying certain patch to irrlicht, although this is the tag version that's been marked as stable (and, supposedly, android apks were built from it) 09:37 ClockGen Though, checking later, I found that somebody pushed a fix to this exact build problem I'm having, but way past the release date (a few hundred commits ahead) 09:38 ClockGen So I'm wondering if the build was fixed manually to build the android version and fixes were commited later 09:38 Xiong When I stand so HUD reports my pos (0,1.5,0), call the node on which I'm standing, A. So... can anyone describe the location of A within its mapblock? 09:38 ClockGen (btw, I'm unable to build it with code from the commit that fixed it either) 09:39 ClockGen I've tried using all NDK versions from r15c to the latest one 09:40 Xiong ClockGen I'm still no help to you but thanks for mentioning the patch. That's desperately needed. 09:40 ClockGen https://github.com/minetest/minetest/commit/65af7d2fb6a7e9537dedfb9d11e93c929030d71b 09:41 ClockGen This is the commit that fixes it 09:41 ClockGen Without it, the build fails because it fails to apply the patch 09:41 ClockGen but it's on master (not on stable-0.4) 09:42 Xiong Not sure you and I are discussing the same irrlicht patch. 09:43 ClockGen Maybe, I just joined 09:44 ClockGen Didn't see the chat log 09:44 Xiong The Android port currently on Play Store spams irrlicht errors. Must silence chat and disable logging. Bad. 09:46 ClockGen Ah no, I mean't the patch that supposedly fixes android building error for 0.4.17 09:46 Xiong ClockGen, you didn't miss anything; I wasn't talking about this irrlicht issue before (I thought) you mentioned it. 09:47 Xiong My concern today is the alignment of the mapblock grid. Do you know how it goes? 09:49 Xiong If I were doing it, (0,0,0) through (15,15,15) would be one mapblock. I don't know how it actually is, though. 09:51 Xiong The issue is key for me because I'm using an anchor to forceload mapblocks. I need to know where the edges are. 10:03 Xiong ClockGen, I can't even figure out where to look to answer that question. I've been searching with many different terms but coming dry. 10:08 ClockGen I don't have much idea about the technical side of minetest engine 10:09 Xiong Ah. 10:10 Xiong Can you think of a mod or ingame appproach to discover the answer? 10:12 ClockGen I think there's some method to determine it in a voxel manipulator tutorial on minetest wiki 10:13 ClockGen One second I'll try to find the link 10:13 ClockGen https://dev.minetest.net/VoxelManip 10:17 * Xiong looks 10:19 est31 scr267: that's definitely too slow 10:19 est31 scr267: have you compiled the mapper using release? 10:19 est31 or using debug 10:19 est31 it should be faster with release 10:20 Krock o/ est31 :D 10:22 est31 hi Krock 10:22 Krock rare occasion to see you active here again :) 10:23 est31 indeed 10:23 Xiong Krock You have a protection mod on a "fixed grid", yes? 10:23 est31 haven't touched minetest in months, maybe even years :) 10:23 Krock Xiong: simple_protection. Yes. 10:24 Xiong I have a mapblock grid question. 10:24 Krock Xiong: I hoped to somewhen make use of a proper database, but for now it relies on safe-written text files only 10:24 Krock yes sure. just ask 10:25 Xiong I installed you mod and tapped a certain node with the special stick. Now, as I walk around, I sometimes see a green message in the screen... makes sense. 10:26 Krock use "/area show" to see the bounds 10:26 Krock also, you can punch air as well 10:26 Krock white: no access, green: access 10:26 Xiong Ah yes. But that's not my issue. 10:27 Xiong I want to know if... by default... your fixed grid is coincident with mapblocks. 10:28 Xiong Dunno about punching air. Have to try it. 10:29 Krock yes it is 10:30 Krock I also tested it by reducing the visible mapblock range to a minimum to ensure it matches 10:31 Krock other grid sizes than 16,64,128.. would however destroy that logic 10:31 Xiong Not looking for some ongoing feature... no interest in protection as such. I just want to know where mapblock edges fall in the world, relative to what I see in debug hud. 10:31 Xiong 0149 <+Xiong> If I were doing it, (0,0,0) through (15,15,15) would be one mapblock. I don't know how it actually is, though. 10:32 Xiong What I saw by experiment with your mod contradicted that assumption. 10:32 Krock it's as you said. the the minimal point is at (0,0,0) and then it repeats each 16 nodes 10:33 Krock so the outer maximal point of the first mapblock is then (15,15,15) 10:33 Xiong Maybe I misinterpreted results. 10:33 Krock hmm will have to check 10:33 Xiong I trust you on this matter. 10:35 Krock yes, it is matching with the mapblock divisions (as long you use all default values) 10:35 Xiong Erm, but to interpret properly... where exactly is (0,0,0)? I'm certain I can stand over that node. But when am I standing ON it? 10:35 Krock so basically vector.floor(vector.divide(position, 16)) 10:36 Krock 0,0,0 is the node itself. you're standing 0.5m above it, assuming it's a 1x1x1 cube 10:36 Krock node itself = the center of the node 10:36 Xiong Argh. I spoke badly. 10:37 Krock haha let's retry then :) 10:39 Xiong I have a stone block out at sea. The upper surface is flush with the water (~ for some fiddly involving sea level). When I stand on the block, hud reports (0,1.5,0). Am I standing on the origin? 10:41 Xiong Or to rephrase: is the stone block on one 3D corner of its mapblock? 10:42 Krock no, it's only on the 2d x/z corner of the mapblock 10:42 Xiong Ah. 10:43 Xiong Where is it? 10:43 Krock go one node down where it says 0,0.5,0 and you're standing on the origin 10:43 Xiong Erk? 10:44 Krock i.e. 0,0,0 3d corner of the mapblock 10:45 Krock you could also run "//lua minetest.set_node({x=0,y=0,z=0}, {name="default:furnace"})" (requires worldedit_chatcommands) 10:45 Krock the corner node will turn into a furnace and you're standing at (0,0.5,0) (on top) 10:46 Xiong So... the top level of water and the level immediately below it... are both in the same mapblock. But the next layer down is in another mapblock? This is counterintuitive. 10:47 Xiong I will make the experiment exactly as you suggest. 10:48 Krock why is it counter-intuitive? The mapblock boundaries have to be somewhere 10:49 Krock the F5 position information (and your HUD) return the feet position 10:49 Krock moment.. rechecking whether it's also the case for 0.4.x 10:50 Xiong Well. My first thought would be to set the boundary at sea level. My next thought might be to optimize and set the boundary some 8 above/below sea level. 10:51 Krock mapgen_limit = 31000 10:51 Krock water_level = 1 10:51 Krock ~ map_meta.txt 10:52 Xiong Say I'm walking along... or swimming. My immediate interests lie in nearby blocks. I'm generating new chunks as I go. Why not generate a volume around my person? But that's just how I think. 10:52 Krock the sea is always 1m above the origin. You could change that manually so newly generated mapblocks would then have the sea level at 0m 10:53 Xiong This is an easy fix, yes. If it bothers me enough. 10:53 Krock from minetest.conf.example 10:53 Krock # max_block_generate_distance = 6 10:53 Krock this means up to a distance of 6 mapblocks, everything around you is generated 10:54 Krock if it's what you meant with "generate a volume around my person" 10:54 Xiong What I want along those lines is to have hud report the node under my feet, not the feet themselves. That x.5 drives me nuts. 10:55 Krock easy 10:55 Krock floor(my_position - (0,0.0001,0)) 10:55 Krock although this might fail far outside, say near the maximal world edges due to floating point imprecision 10:56 Xiong What? Where do you put that? minetest.conf? 10:56 Krock no, that's pseudocode to calculate the node below your feet 10:57 Xiong Only an idiot ventures to the edge of the world during normal game play. I've done it three times... but then, I'm often an idiot. 10:58 Xiong Nice but that won't fix hud. 10:58 Krock set "mapgen_limit = 0" in your map_meta.txt and enjoy :D 10:58 Krock world edge in front of your nose 10:58 Xiong Been there.... 10:58 Krock why won't it fix the hud? it will tell you quite reliably where the node below each one's feet is 10:59 Xiong By hud I mean specifically the dump I see when choosing the regular debug mode. 11:00 Krock ah okay. that's just debug information. HUDs are commonly referred to either the item selector or by-Lua added bars/text etc 11:00 Xiong I hate that display and rely on it constantly. Messy, verbose. 11:01 Krock then write a mod to display the position on your screen :D 11:02 Xiong I would pay good cash money for a mod to replace the stuff shown by the debug key with useful, player-oriented info. 11:02 Krock https://forum.minetest.net/viewtopic.php?t=21053 11:02 * Xiong looks 11:02 Krock "debug key with useful, player-oriented info." 11:02 Krock time to frame that somewhere 11:03 Krock debug information is meant to be used by developers and modders - if they can make use of it 11:03 Xiong I lack the skills and tools needed to write and test mods. I have underlying related experience but it's not enough. 11:04 Krock it's not that hard :) 11:04 Xiong Yes, frame it and star it. 11:04 Krock s/hard/difficult/ 11:04 Krock haah :D 11:04 Xiong Typing plain text is difficult in Android. 11:06 Xiong I touch Dvorak. Pecking at my phone is... torture, even if partially self-inflicted. 11:06 Xiong One-finger typing! 11:09 Xiong That poshud looks very interesting, thank you. 11:12 Xiong Krock++ 11:12 Xiong You've given me much to go on. You deserve to know why. 11:15 Xiong I'm running technic so I'm using an anchor to forceload mapblocks. It's imperative I confine functional groups... assembly lines, power plants... to the forceloaded mbs. Do not want to forceload insane numbers of mbs. 11:18 Xiong I think a sane industrial design divides the working area... visibly... into mbs. Then each functional unit us built inside one or more. Not mostly in one with a key node overhanging a not-forceloaded mb... creating a heisenbug. 11:18 Xiong Thanks again. 11:19 Krock re 11:20 Krock are "mbs" mapblocks? 11:20 Krock given from the context yer 11:20 Xiong Yes. 11:22 Krock I don't quite understand the final goal of your project but I'm glad that I could help you :) 11:23 Xiong Just to keep technic/pipeworks/mesecons running smoothly while I'm -1024... getting more goods. 11:25 Xiong I've had these unloaded mbs cause heisenbugs on other people's servers... nasty. 11:25 Xiong You've been of enormous help. 11:28 Krock Oh yes. Having the machinery running while you're away saves a lot of time - on the other side the server will also slow down a little 11:31 Xiong Yes. So it's good practice to minimize the quantity of forceloads. 11:33 Xiong The... nonengineer... solution to avoiding technic heisenbugs is to forceload about 1024 mbs around my lab. If I thought that was wise, I wouldn't have a lab. 11:34 Xiong Or as my grandfather used to say: Measure twice, cut once! 11:43 Krock but never trust your measuring tools 11:46 Krock trying to find the relevant "Cliff Stoll" video for this reference 11:46 Xiong Please don't get me started. I got the lecture on how never to drop a square... and how to check a square... and how to adjust a square with a ball peen hammer... in elementary school. Nobody knows this stuff anymore. 11:49 Xiong I've sometimes coached math. I ask students, "Why is a right angle right? What makes it special?" I take them out of the room to the yard and have them search the trees and grass for right angles. What's right about it? How could you make a square, right now, out of what you see? 11:52 Xiong I also remember hearing an ME tell me a story from school. They're in the shop, all tools available. Task is to fabricate a 1-inch steel cube. 11:53 Krock not that easy at all :) 11:53 Xiong Not... about 1 inch. Not... cubeish. One inch. 11:57 Xiong So he's got his work in his pocket all day, every day, wrapped in chamois, and he takes it out and buffs it with various grades of polish while waiting for the bus, etc. One classmate nicked his... quite a few did... and went to vacuum deposition to fill in. All the 4.0 overachievers had nervous breakdowns trying to sand off the last thousandth. 11:59 Xiong So now you know why I went into Microelectronics and left mechanicals to the MEs. 12:01 Ingar Rendering 1x1x1 cubes is far less exhausting, hence I did computer science 13:40 ClockGen rubenwardy: could you help me please with my problem? 13:40 ClockGen I don't know who packaged minetest for android, but I know that you're an author of minetest mods application, so maybe you've faced same problem as me 13:41 ClockGen In short: I'm packaging minetest 0.4.17 for f-droid, but it doesn't build 13:42 ClockGen I've managed to build 0.4.16 without any problems, but for 0.4.17 I'm getting a error during compilation of one of irrlicht libs 13:42 ClockGen Checking github commits, I guess that ndk-r15c or r16b was used for compilation 13:43 ClockGen But it doesn't compile with them either 13:43 ClockGen I've tried all ndk's since 15 13:45 ClockGen There's also a problem that potentionally hits some unix systems, but I figured it out. When applying android patches to irrlicht, all source files are with dos lineendings, while patches were generated with unix ones, for some reason this was fixed way later in upstream, rather than in release-0.4 branch (and stable 0.4.17.1 tag) 13:45 ClockGen Anyway, considering that the team built android apks, I guess they did manual changes during building 13:50 rubenwardy The requirements for building have changed 13:50 rubenwardy Nerzhul or stujones1 are who you need to ask 13:51 rubenwardy I did pure Android stuff, the NDK scares me :) 13:51 ClockGen I see, can I catch them here, on irc? 13:51 ClockGen Do they visit? 13:51 rubenwardy Nerzhul should be in #minetest-fev 13:52 rubenwardy *dev 13:52 ClockGen Ok thanks 14:02 Quiark anyone else experiencing significant lag with MineClone2 ? I'm hosting my server and playing on local network. Not a lot happening (around 20 mobs around) 14:13 ClockGen Hey guys, I was wondering, is there any official matrix minetest room? 14:14 ClockGen I've seen a lot of open source projects jump to matrix lately (or bridge irc and matrix rooms) 14:16 Quiark ClockGen: yes there is and no activity there 14:28 scr267 est31: Oh thats a good question... I'm not sure 14:29 scr267 est31: I compiled it using cmake . --DENABLE_POSTGRESQL (thats the only option I passed). 14:29 ClockGen Quiark: is it bridged? 14:29 scr267 est31: Oh actually I'm probably referring to minetestmapper... hold on ill double check the mapper options. 14:30 Quiark ClockGen: it's not, dunno why 15:25 scr267 How do server admins usually deal with recipe conflicts? 15:27 MinetestBot 02[git] 04martinxyz -> 03minetest/minetest: Fix crash if display resolution is not set (#7950) 13b02effd https://git.io/fpSMS (152018-12-08T15:26:04Z) 15:39 est31 scr267: you need to do -DCMAKE_BUILD_TYPE=Release 15:40 scr267 est31: ah geez, was just reading the cmake flags when you send that... thanks very much! 15:40 scr267 interestingly 15:40 est31 that should make minetestmapper much much faster 15:40 scr267 CMAKE_BUILD_TYPE:STRING=Release is already set when i run CMAKE -LA 15:42 est31 hmmm 15:42 est31 dont know then 15:42 est31 maybe the postgres backend isn't optimized? 15:45 scr267 Yeah I'm sorta wondering about that... 15:45 scr267 thanks for your help! 15:52 scr267 est31: Probably nothing that you can do about this, but I keep getting this error when I use minetest-mapper-cpp from rogier-5 15:53 scr267 And I can't seem to compile the one from adrido 15:54 scr267 The error from minetest-mapper-cpp is [TILEGEN 20/map_0_0.png ERR]: Coordinates: -16,-1632,-384+16+16+16; Cause: incorrect header check 15:57 est31 scr267: then just adjust the character in your local fork of leaftest :) 15:58 scr267 Well, I thought it was supposed to be a comma... This is rogier-5's minetestmapper fork 16:04 scr267 Oh interesting, if I call the mapper directly it returns this error: 16:04 scr267 Failed to decompress data in map block -65,8,26 (id: -65,8,26). Block corrupt 16:04 scr267 IT does that with all the blocks 16:53 Out`Of`Control scr267: you have to change 2 lines to make it work 16:54 Out`Of`Control scr267: https://github.com/minetest/minetestmapper/commit/21444d00c35dc6896ffc27af7da38d8a296178fd 16:54 Out`Of`Control then recompile 17:12 Vadtec is there a way to find a really tall mountain peek for a given world seed? tall is in damn near reaches to the sky limit 17:12 Vadtec other than aimlessly wandering around looking for it 17:15 LazyJ paramat is MT's mapgen expert; he may be able to answer that when he's online next. 17:16 Vadtec ty, ive never stood at the base of a mountain that is that tall, i wanna see what it looks like 17:22 Alexand{er|ra} I don't think any mountains come anywhere close to reaching the sky limit. The limit's rather high. 17:23 Alexand{er|ra} We don't have those wimpy short worlds that the Microsoft game has. 17:23 Vadtec ive found mountains that go up to around 4k before 17:23 Vadtec but ive never seen any higher 17:24 Alexand{er|ra} 4K isn't anywhere near the limit. 17:24 Vadtec though ive been told by other people who play they have found taller 17:24 * Alexand{er|ra} checks their notes 17:25 LazyJ Also the player's viewing range plus whether or not chunks are loaded may prevent seeing the whole base from a distance. 17:25 Alexand{er|ra} Using the default settings, the limit is 30927. Using my settings, the limit increases to 30991. Either way, 4000 is nothing if looking for a mountain that hits the limit. 17:27 Vadtec i run with viewing distance unlimited, at least for this quest 17:28 Alexand{er|ra} For a mountain to reach that high, the base would have to be rather large. Pretty much the entire map would need to be one big mountain. 17:28 Vadtec well then this world seed isnt going to give me one...its mostly ocean 17:31 Quiark try the fractal mapgen, it does generate .. big 17:31 Quiark things 17:32 Vadtec thats what im using, but even so, this seed is 99% ocean, though the subterrain is interesting 17:32 LazyJ paramat made a mod that will produce a 2km mountain: 17:32 Vadtec loads of dungeons 17:32 LazyJ https://forum.minetest.net/viewtopic.php?t=5159 17:32 LazyJ 17:33 Vadtec wow, thats bonkers....awesome, but bonkers 17:33 Vadtec lol 17:35 scr267 Ok thanks, I will try that 17:37 Vadtec also...this world seed + fractal = desert no higher than 38 surrounded by ocean....has a snow patch on top of the highest "hill" in the desert... 17:40 Quiark this fractal config has pretty awesome results: https://hastebin.com/aparijasov 17:47 Vadtec Quiark: where would i put those settings? 17:48 Vadtec ive only ever used the GUI for terrain settings 17:50 Quiark It's a file in the folder containing the world 17:51 * Vadtec checks 17:51 Vadtec map_meta.txt? 17:53 Quiark Yea I think 17:53 * Vadtec tests it 17:54 Vadtec whoa 17:54 Vadtec first structure i see is...impressive 17:55 Vadtec goes to almost 1k high 17:57 Vadtec Quiark: awesome isnt a strong enough word for what im seeing...and all i can come up with is "damn" 19:41 Markow ??? 20:14 Xiong Hi! By default, keymap_toggle_chat is bound to F2... but it is a toggle. That chat log is shown by default. What should I set in minetest.conf to disable by default? 20:15 Xiong I don't mean, to disable the toggle but to hide the display. 20:16 Krock For me the chat log is hidden by default 20:19 Xiong Interesting, Krock. 20:20 Krock oh wait 20:20 Xiong For me, shown. And this is bad because Irrlicht spams a rendering error several times per second. This is a known bug. 20:20 Krock I just saw the "F2". That chat log is also shown by default here. The full log with T/F10 is however hidden 20:21 Xiong Oddly, the rendering is fine. But chat us unusable. 20:21 Krock uh weird. never heard of such a problem 20:22 Xiong https://github.com/minetest/minetest/issues/7525 20:23 Krock so the chat is causing this error? 20:23 Xiong I would not slog through that if I were you. 20:24 Krock this issue is rather about falsely reported GPU capabilities which then let irrlicht freak out 20:24 Xiong No no. The error is dumped to chat. It's an ERROR, which IIUC means very bad, so shown in chat. I guess. 20:25 Krock client errors get written to the chat if that one is available, yes. 20:25 Xiong Right. Irrlicht freaks out, screams, and works anyway. 20:26 Xiong So this spam eats my screen. I enter play and immediately F2. 20:26 Xiong Can I not hide chat in minetest.conf? 20:27 Krock no, you can also not turn off this kind of error logging 20:27 Krock check whether the problem persists with 5.0.0-dev 20:28 Xiong Sorry, disagree. I have successfully disabled logging. Good thing too. debug.txt bloats to a few Mb in short order. 20:29 Krock I meant logging to the chat 20:30 Xiong Frankly I'm afraid to install from GitHub. Android is so weird. Sideloading is tricky, risk losing data. 20:31 Xiong No way to do the adult thing and have multiple side-by-side installs. The whole thing stinks. 20:32 Xiong Android is evil, not Linux. 20:33 Xiong Well, never mind hiding chat. Bad workaround anyway. 20:37 Xiong All the usual keyboard controls are nasty for me. I had to change to Hacker's Keyboard, conf it to show permanent notification. Then swipe the bar ingame, which leaves me chopping my feet. Then pull up the kbd and F2 or whatever. Kbd eats half the screen so I must put it away. 20:37 Xiong I don't usually cry but... 20:37 FreeFull Xiong: How about OSes like Tizen? 20:38 Xiong FreeFull Never heard of it. There was... name slips my mind... OS no longer supported. 20:39 FreeFull Firefox OS? 20:39 Xiong Likely, Tizen no help. Netflix will no longer run on a rooted phone. 20:39 Xiong ?? 20:41 Xiong Tizen, Samsung only. Mine is Moto G4. 20:44 Xiong Not sure I'm ready to jump off cliff. Android is like jail. Sure, you can escape. But if you do, it's not easy to resume your life. 20:45 Xiong ... drifting OT, sorry. It is what it is. 20:47 Xiong Krock, that poshud mod is great. Not what I want (out of box) but I've been tinkering with it. Very pleased, much thanks. 20:48 Krock such no problem 20:48 Xiong :) 20:53 MinetestBot 02[git] 04sfan5 -> 03Uberi/Minetest-WorldEdit: Change description for //about, fix #170 13f242f2f https://git.io/fpSNn (152018-12-08T20:52:36Z) 22:04 paramat Vadtec "is there a way to find a really tall mountain peek for a given world seed?" fastest way is to use 'emerge area' to generate thin horizontal slices of world at increasingly higher altitudes to catch the peaks 22:05 Vadtec paramat: oh hai, thanks, ill have to check out "emerge area" then 22:05 paramat but the slice x, z size shouldn't be 62000x62000, generate smaller areas like 4000x4000 22:06 Vadtec i figured as much 22:06 Vadtec max values might piss something off lol 22:06 paramat it's a chat command '/emerge_area (x1,y1,z1) (x2,y2,z2)' 22:07 Vadtec heh, thanks, i just looked it up 22:08 paramat and make sure slice is no more than 1 mapchunk high for performance. also. disabling caves, dungeons, decorations and biomes will greatly speed up generation 22:08 Vadtec im ok with slowness, i want the world at it's fullest 22:10 paramat oh and use the c++ mtmapper to view the area generated, it cannot map more than 4000x4000 at once 22:10 Vadtec ty 22:11 paramat well i mean, use a dummy world with the same seed for searching purposes, to get the co-ords for use in a fully generated world 22:11 Vadtec oh, caves et all wont affect terrain generation? 22:11 Vadtec et al* 22:14 paramat caves don't alter mountain peaks 22:14 Vadtec k 22:14 paramat neither will the other things i recommend disabling 22:16 paramat any mapgen in particular you're searching in? 22:17 Vadtec i was using fractal when i started this quest 22:17 Vadtec i just wanna see a mountain that hits sky limit 22:19 paramat ok. default fractal mapgen goes up to about 1000, peak is on world x axis as island is symmetrical 22:19 paramat fly/teleport either E or W from spawn (can't remember which) 22:20 Vadtec oh 22:20 Vadtec ok, so which mapgen can generate a mountain that hits sky limit then? 22:21 Vadtec i once saw a mountain that was just under 4k, and ive had others tell me theyve had mountains up to about 18k 22:21 paramat with default settings mapgen 'carpathian' likely has the highest peaks at 1000+ but they're rare 22:22 paramat 4000 was with custom parameters? 22:23 Vadtec honestly, id have to assume so, it was a while back 22:23 luizrpgluiz hello 22:26 Vadtec so what im hearing is, getting a mountain to generate up to ~30k will be beyond extremely rare 22:29 paramat probably impossible by default, use custom mapgen parameters. i expect carpathian might have very rare peaks of no more than 2000 22:30 Vadtec is that just an artifact of the noise generation function and all its parameters? 22:34 paramat yes 22:34 Vadtec kinda figured as much 22:35 Vadtec ive screwed around with perlin noise trying to get it to generate heightmaps up to 32k before...as far as i can tell, its nearly impossible (impracticle) 22:37 Vadtec maybe ill just build me a mountain thats 30k tall, hehe 22:37 Vadtec thanks for the info 22:37 paramat is possible 22:38 Vadtec "nearly impossible" ... for me, impossible 22:38 paramat using custom mapgen params most mapgens can hit 31000 22:38 paramat ah ok 22:39 Vadtec math isnt one of my strong suits, so im not exactly sure how to manipulate the formula 22:39 Vadtec i get the gist of octaves n stuff 22:39 Vadtec just not the finess of them 22:50 paramat if you ask in https://forum.minetest.net/viewtopic.php?f=47&t=15272 and specify a particular mapgen i can help 22:53 Vadtec thanks, ill do that in a bit, squashing a bug in some code right now 22:53 Vadtec do appreciate