Time Nick Message 00:27 tuedel i keep seeing a lot of these messages lately on our server (0.4.17) 00:27 tuedel ServerEnv: Trying to store id = 0 statically but block (0,35,0) already contains 2070 objects. 00:28 tuedel how can i print the objects inside that mapblock to see what's going on? 00:29 paramat maybe go to the block to see what's going on? multiply those block coords by 16 to get the node coords 00:32 paramat if there is an excess of objects in a mapblock MT can't store them all in the database and prints that message 01:14 GreenDimond cheapie, what happened with colored box and unified dyes? 01:23 cheapie GreenDimond: What do you mean by "colored box"? I have a few mods that fit that description. 01:23 GreenDimond er 01:23 GreenDimond plastic box 01:24 GreenDimond my brain isnt functioning today 01:24 cheapie And what's the problem with it? 01:24 GreenDimond cut boxes cant be dyed 01:24 cheapie That's always been the case, AFAIK. 01:25 GreenDimond But why? 01:25 GreenDimond The normal node can be dyed, the cut nodes just need a param2 value as well 01:25 cheapie Because sharing param2 between facedir and color, while possible, is a massive pain in the butt. 02:10 VanessaE GreenDimond: because she's too lazy to make it use the split palettes ;) 03:44 MinetestBot 02[git] 04ClobberXD -> 03minetest/minetest: README: Remove references to Minecraft and InfiniMiner (#8260) 13ed78499 https://git.io/fhArX (152019-03-02T03:44:35Z) 07:19 rodskagg i have just been experimenting with deleteblocks. 07:19 rodskagg originally i thought it would delete blocks, leaving air, but it didn't do that. 07:19 rodskagg at first i thought it wasn't working. 07:20 rodskagg later, i dug some holes and made a building. then used deleteblocks nearby. 07:20 rodskagg i was surprised to noticed my hole and house were gone. 07:20 rodskagg everything had returned to the way it had been originally. 07:21 lumberJ rodskagg: you deleted map blocks no nodes 07:21 rodskagg lumberJ: it filled in holes too. 07:21 lumberJ meaning you basically reverted that block of the map back to its original state 07:22 rodskagg lumberJ: so the original untouched map data is always there? and everything that people add or subtract is recorded separately? 07:22 rodskagg deleteblocks basically removes new stuff. showing the orginal map? 07:23 lumberJ not sure exactly how it works, but i'm guessing it refers back to the mapseed and the way in which the orginal map is generated 07:23 lumberJ and regenerates that block as such 07:23 rodskagg ooooh. 07:23 rodskagg yeah, that would make sense. 07:24 rodskagg so deleteblocks just recalculates a certain area again. 07:24 rodskagg that is so cool. 07:24 lumberJ yeah, its come in handy for me, but as you have seen its potentially destructive 07:24 rodskagg if you have a map and someone makes an ugly mess, you just fly in, deleteblocks the area and that part of the map is regenerated. 07:25 rodskagg lumberJ: luckily i have .minetest under revision control. i'll just roll back. :) 07:25 lumberJ yes, a lot quicker than trying to clean everything up as long as nothing else is nearby you are worried about 07:25 rodskagg lumberJ: what a fantastic tool. 07:26 rodskagg without that maps would get old and messy. 07:26 rodskagg but with deleteblocks you are free to regenerate as many times as you want. 07:26 rodskagg i love it. :D 07:29 lumberJ worldedit is powerful stuff 07:30 rodskagg i wish minetest had a console where you could import text files of commands, like i used to in autocad. :) 07:31 rodskagg minetest uses lua scripts, is that correct? 07:31 lumberJ yes 07:31 lumberJ worldedit takes lua commands 07:32 rodskagg can they be ran from the command line in minetest? 07:32 rodskagg /exec buildstuff.lua 07:32 cheapie rodskagg: //lua dofile("/path/to/whatever.lua") 07:33 rodskagg cheapie: thank you so much. i will have fun with this. :) 07:33 lumberJ keep those backups safe ;) 07:33 cheapie They might need to be in the world directory to stop mod security from throwing a fit. Dunno for sure. 07:34 lumberJ yeah, was going to say, i think world edit puts some restrictions on the scripts you run, but you should be able to do most things you would actually have a valid use case for 07:34 rodskagg cool. 07:34 cheapie lumberJ: The restrictions come from MT itself, via mod security. 07:35 cheapie Of course, you can always turn mod security off... 07:35 rodskagg i want to help my nephew get into coding. this would be perfect. 07:35 lumberJ was thinking there were some additional protections built in but i could be confusing it with another mod 07:35 rodskagg we need to work on python, because it's what he is studying at school. we could write python scripts that generate lua. 07:36 lumberJ its been a while since i've really looked at it 07:36 cheapie Nah, as long as you have the server and worldedit privs, //lua will let you run anything you want. 07:36 rodskagg python script > lua script > minetest 07:36 lumberJ cool 07:36 cheapie rodskagg: That sounds... not real fun :P 07:36 lumberJ python has a lot more overhead than lua 07:36 lumberJ don't see that getting official support 07:37 rodskagg cheapie: my nephew has minecraft on a raspberry kano and is already automating stuff that way. 07:37 lumberJ but nothing to stop you from generating mods that way if you want :) 07:37 cheapie Well, good luck :P 07:37 lumberJ probably be a lot easier to just learn lua though 07:37 rodskagg cheapie: if i teach him python scripts that make stuff happen in minetest he would love that. 07:38 lumberJ why not teach him lua scripts instead? 07:38 cheapie FWIW, this is the sort of stuff mods can do if you completely disable mod security *and* some of your OS's security :P https://www.youtube.com/watch?v=jf_ZC346lEM 07:38 rodskagg because he needs python for school. 07:38 cheapie (turn your volume up, my phone microphone sucks) 07:38 rodskagg i am looking at good visual feedback for python coding. 07:39 rodskagg to make it easier for him. 07:39 rodskagg metacoding lua with python ticks all the boxes. 07:39 rodskagg he'll obviously pick up a bit of lua as we go along. 07:39 rodskagg but python is the objective. 07:41 lumberJ i see 07:42 rodskagg cheapie: o_O 07:45 rodskagg it will be so nice to get my nephew from using proprietary minecraft to open source minetest. he is super into the computer club at his school and if i can get him doing cool stuff in minetest then he will get his classmates using it too. :) 07:51 lumberJ that'd be good. just introduce him to some good mods to get started with 07:52 lumberJ if they are comparing minecraft to a vanilla mt_game they may be underwhelmed 07:53 lumberJ at least that was my experience teaching kids using mt 07:55 rodskagg lumberJ: i like how minetest has stayed minimal, as a blank canvas for mods to run on. it is a good model. 07:55 lumberJ i do too personally, but little kids don't understand that 07:55 rodskagg i will experiment with some mods before i introduce him. make sure it is fun. :) 07:56 rodskagg then teach him how to install and run mods himself. :) 07:57 lumberJ yep good stuff 07:57 rodskagg :) 07:57 lumberJ just keep an eye out for f-bombs in the license info 07:57 rodskagg will do. 07:57 lumberJ might be tricky in the school environment 07:57 GreenDimond (WTFPL) 07:58 lumberJ while i get the sentiment of the license its a bit unfortunate for application in what is otherwise a pretty useful educational tool 07:58 Krock o/ 07:58 GreenDimond \o 07:59 lumberJ howdy Krock, GreenDimond 07:59 rodskagg lumberJ: yeah, i think i will just say it is open source and not mention the license. :) 07:59 lumberJ yeah, the kids have a way of digging around in the mod files and finding the license though 08:00 lumberJ just something to look out for 08:00 lumberJ i think that license is not in the actual game or default game mods anymore but i might be mistaken 08:00 lumberJ but its around in the community mods fairly commonly 08:14 rodskagg noted. thanks. 09:13 rodskagg minetest.set_node({ x = 1, y = 3, z = 4 }, { name = "default:mese" }) 09:13 Krock valid code 09:13 rodskagg so simple. 09:27 rodskagg with open (lua_script, 'w') as output: output.write("minetest.set_node({{ x = {:d}, x = {:d}, z = {:d} }}, {{ name = \"{:s}\" }})".format(x,y,z,name)) 09:27 rodskagg python that prints lua. :) 09:27 rodskagg sorted. 09:32 Krock rodskagg: just wondering - what's the final plan? Self-modifying code? 09:32 rodskagg //lua dofile("/home/minetest/teset.lua") 09:32 rodskagg that gives an error. 09:33 rodskagg -!- Invalid command: lua 09:34 rodskagg Krock: simple stuff like showing him python for loops. the for loops stuff in minetest, he gets visual feedback. 09:34 rodskagg do i need to isntall lua for this to work? 09:34 rodskagg *install 09:36 p_gimeno maybe you need to update worldedit? 09:37 Krock enable worldedit_chatcommands 09:40 rodskagg grep worldedit minetest.conf 09:41 rodskagg /enable worldedit_chatcommands 09:41 rodskagg not seeing that in minetest.conf or as a command. 09:43 rodskagg Krock: how do i do that? 09:44 rodskagg Krock: i'm running basic minetest, no mods. 09:47 Krock !mod worldedit 09:47 MinetestBot Krock: WorldEdit [worldedit] by sfan5 - https://forum.minetest.net/viewtopic.php?t=572 09:47 Krock !wiki Installing Mods 09:47 MinetestBot "Mods on the 02Mod Releases forum and the 02ContentDB are verified to be safe by the community." - http://wiki.minetest.net/Installing_Mods 09:47 Krock You'll need to install worldedit in order to use that command 09:48 Krock double slash (//) indicates that it's a worldedit command. I don't know about another mod which uses that notation 09:48 rodskagg ah, thanks Krock. :) 09:48 Krock np. If you're running into problems/questions, don't hesitate to ask :D 09:49 rodskagg much appreciated. :) 09:56 MinetestBot 02[git] 04adrido -> 03minetest/minetest: Don't include and link to gettext if gettext is not found (#8305) 13ad0f208 https://git.io/fhAid (152019-03-02T09:56:01Z) 10:02 rodskagg $ ls ~/.minetest/mods 10:02 rodskagg Minetest-WorldEdit 10:03 rodskagg so i've cloned the worldedit git repo to the right place. 10:03 rodskagg how to i start the server running that mod? 10:03 rodskagg not seeing any --mod options. 10:09 rodskagg ah, world.mt! 10:09 Krock yeah. or use the GUI to configure it (if there's a graphical backend) 10:11 rodskagg ok. //lua works now. :) 10:11 Krock !next 10:11 MinetestBot Another satisfied customer. Next! 10:11 rodskagg :) 10:12 rodskagg i got a blocked attempted read error for dofile. do i need to put my lua file in .minetest? 10:17 lumberJ probably needs to be in a loaded mod or your world folder rodskagg, otherwise you will have mod security issues 10:17 rodskagg makes sense 10:18 lumberJ you can request an insecure environment to act outside of those areas, but probably not worth the hassle unless their is pressing reason to access files elsewhere 10:21 rodskagg yep. works now. 10:21 rodskagg thanks again. :) 10:21 lumberJ no problem 10:26 rodskagg ok, the script is running, but i'm getting "not allowing to place content_ignore while trying to replace "default:dirt" at (0,100,0)(block 0,6,0) 10:27 lumberJ check for typeo in the itemstring you are trying to place 10:27 rodskagg minetest.set_node({ x = 0, y = 100, z = 0 }, { name = "default:goldbrick" }) 10:27 lumberJ and that its a valid registered node 10:27 rodskagg ah 10:29 rodskagg default:dirt worked. 10:29 rodskagg i have a column of dirt in minetest! :D 10:29 rodskagg woo 10:29 lumberJ yeah, there isn't a goldbrick 10:29 lumberJ there is a goldblock though 10:29 rodskagg ah. 10:29 rodskagg sweet. i now have all the tools i need. 10:30 lumberJ excellent 10:30 rodskagg just need to get it all documented and do it again. 10:30 rodskagg huge thanks to everyone. you have been amazing. :) 10:30 lumberJ anytime. there's usually a few folks around 10:31 rodskagg :) 10:33 Krock if you're using 5.0.0-dev, then you can enable the itemname tooltip setting so that you can see the name of each item stack as soon you hover over them 10:33 Krock it's also shown when you select a recipe in unified_inventory 10:34 Krock after all, for most of the vanilla-provided nodes you can find the list here: https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua 11:03 rodskagg thanks Krock 11:19 Krock np 13:11 tuedel i'm still looking for a way to list the objects stored inside a specific mapblock 13:11 tuedel i've been seeing a lot of these messages lately: ServerEnv: Trying to store id = 0 statically but block (0,35,0) already contains 2215 objects. 13:12 tuedel at these (mapblock) coordinates i've been trying to build a spaceship using https://github.com/thomasrudin-mt/jumpdrive 13:13 tuedel so i'm suspecting some entities are getting duplicated while jumping back and forth 13:15 tuedel gdb is already attached, i'm just not sure where to look 13:18 Krock it's a mod issue 13:19 Krock it spawns too many entities. use minetest.get_objects_in_range (or similar) to get a list of them 13:25 VanessaE Krock: no, it's an engine issue, too 13:26 VanessaE 2215 is WAY WAY more than the engine should have been able to store -- notice it "already contains", not "wants to store" or so. 13:26 VanessaE default is what, 49? 13:26 VanessaE even my servers cap out at 500 per. 13:26 VanessaE if the engine allows more than the configured max, it's a bug in the engine. 13:26 VanessaE whether or not a mod is trying to add too many 13:27 VanessaE which is also a mod bug 13:27 Krock VanessaE: that means there were many entities generated within a short period of time 13:27 Krock mod bug 13:27 Krock it allows more because it might be temporary 13:28 VanessaE Krock: but the engine successfully stored more than the configured max.. what's the point of having a max if a mod is allowed to disregard it? 13:28 tuedel i've upped max_objects_per_block due to massive pipeworks constructions 13:28 VanessaE Krock: remember, these stored entities are persistent across reboots 13:28 Krock huh? it doesn't store them 13:28 VanessaE yes it does. 13:28 Krock bug 13:29 VanessaE tuedel: afaik pipeworks no longer uses static/stored entities 13:29 tuedel at that point max_objects_per_block was set to 2048 13:29 VanessaE however, I know the LCD in digilines mod had an entity leaking problem 13:29 VanessaE maybe that's the source of your issue 13:30 VanessaE (pretty sure the leak has since been fixed, I think by GreenDimond) 13:30 tuedel VanessaE: i'm also using display_api from display_modpack, it could be either of those 13:30 tuedel fixed inside the engine or the mod? 13:30 VanessaE in the mod. 13:31 tuedel so an upgrade to 5.0-dev probably won't magically fix everything? :) 13:31 VanessaE no. 13:32 VanessaE afaik 5.0.0 hasn't much effect on entities. 13:32 VanessaE update all of your mods from their upstream repos 13:32 VanessaE (make sure you get them right) 13:32 VanessaE I dunno about display_modpack though; LCD's problem was that it would re-create its text entity every time it's updated, even if the mapblock containing the LCD isn't loaded yet, and then the engine would reload the stored entit[y|ies] as well, leading to a leak. 13:32 VanessaE isn't fully-loaded yet* 13:33 VanessaE LBMs would trigger as soon as the mapblock terrain data is loaded, but before the entities stored there have been loaded 13:35 VanessaE Krock: can you tell I've been around the block a few times regarding tuedel's "already contains" messages? :) 13:36 Krock huh, what's your question? 13:36 tuedel for digilines i'm currently using https://github.com/12Me21/digilines after running into issues with duplicate messages 13:37 VanessaE tuedel: now all of that said, 5.0.0 does seem to work okay now, in general 13:37 VanessaE Krock: ? I have no question. 13:37 VanessaE tuedel: that's not the upstread digilines...... 13:37 VanessaE upstream* 13:38 Krock well, there's a question mark 13:38 VanessaE Krock: oh. that was a rhetorical question; the implied answer is "yes". :) 13:38 tuedel yes, i'm aware of that. switching back to upstream would break my build because of the duplicate messages 13:39 Krock ah, because I didn't get what you meant there lol 13:40 tuedel does digilines/mesecons_luacontroller use objects to handle events? 13:40 VanessaE idk, tuedel. 13:44 tuedel but back to my original question. if try to use get_objects_inside_radius to find the objects causing this, it returns a lot of userdata objects which can't be serialized using minetest.serialize() 13:45 tuedel i can call object:get_luaentity() for each, but many of them don't seem to have names 13:46 tuedel so i'm looking for a way to print as much information as possible 13:46 Krock get_luaentity().name or something like that 13:46 Krock dump() should now also print userdata (as of 5.0.0-dev) 13:47 sfan5 tuedel: in case you haven't figured stuff out yet: 13:47 tuedel yes, it's nil for many objects 13:47 sfan5 https://gist.github.com/sfan5/52917a0e1338bcda2176edbc416dae60 can read mapblock data and display entities contained 13:47 sfan5 there's even a script that does so for the N largest mapblocks in your db 13:47 sfan5 but you can just feed it data from a specific position 13:48 tuedel sfan5: awesome, this seems to be exactly what i'm looking for 13:49 tuedel i'll give it a try 15:38 tuedel ok, looks like i've found the culprits 15:39 tuedel digidisplay and digiterms (the latter is using display_api) seem to have created lots of duplicates for their text entities 15:42 tuedel also mods_redo seems to be out of control, i'm currently counting a total of 4628 mobs_mr_goat:goat stored inside the ~200 biggest mapblocks 15:42 tuedel so many goats 15:57 tuedel Krock, VanessaE, sfan5: thanks a lot for your help! 15:57 Krock !next 15:57 MinetestBot Another satisfied customer. Next! 15:57 tuedel :) 16:11 tuedel does the /clearobjects chat command only delete objects from loaded mapblocks? 16:13 tuedel after i executed '/clearobjects full', text entities are gone but mobs are still present in the db 18:03 tuedel ok, apparently it deletes the objects on next mablock load 19:30 Noogah Hey 19:30 Noogah Who has a backup of Redcrab? 19:31 Noogah Or who knows where to find one? Anyone? :/ 19:32 Noogah If you do, please contact me at Noogahoogah@gmail.com 19:33 rubenwardy Noogah: Sokomine does 20:05 Ruslan1 hello 20:20 makayabou @VanessaE thanks I got what you pointed me to change hud on key pressed. I also realized it was the very same solution given by Arcelmi in his controls mode, so I used his code 20:21 makayabou But I was wondering if it is not consuming too much on a server. That's why I was first thinking of exiting a global step function.. 20:24 Sveta https://wiki.minetest.net/Privileges there is no gui for managing users privs? 20:30 Krock hello, and by default: no. 20:31 Krock a mod could be written to do that, though. 20:40 argyle77 I'm writing a mod that needs to protect an area. I see the register_on_protection_violation, is_protected, record_protection_violation, and is_area_protected functions, but I'm having difficulty seeing what I would use to actually mark an area as protected. 20:42 makayabou maybe you should use existing mod for that : https://forum.minetest.net/viewtopic.php?t=7239 20:44 makayabou for example, you type /area_pos set and punch the two corner nodes to set them (from https://github.com/ShadowNinja/areas/README) 20:45 argyle77 Thank makayabou. I'll have a look at that code and see how they do it there. 20:48 argyle77 Oh, I think I see it. I think I just have to override the is_protected function globally and determine if I'm protecting that position in there. 20:51 makayabou you're welcome. have fun 21:09 Krock argyle77: protection mods overwrite the function "minetest.is_protected", as stated in the lua_api.txt file 21:10 Krock here's also a recent mod which nobody uses: 21:10 Krock !mod simple_protection 21:10 MinetestBot Krock: Simple protection [simple_protection] by Krock - https://forum.minetest.net/viewtopic.php?t=9035 21:11 argyle77 Thanks Krock. I'm actually confused now why there is a separate register_on_protection_violation function. It seems to me that the stuff you'd put in there could have just been placed in your overrided is_protected function. 21:12 Krock it's not directly the same 21:12 Krock in some places you only want to check whether it's protected. punishing the player (record violation) is another usecase 21:13 Krock but I see that the API design there is confusing. one is a callback and the other a function to overwrite 21:14 argyle77 The callback would always be called if the overrided function returns true, right? 21:14 Krock only if it's called by mods or the Lua builtin code 21:15 Krock for example, node placement and digging will execute the callback 21:15 Krock but opening a shared chest (from other mods) which uses is_protected - won't. 21:15 argyle77 But just checking is_protected won't necessarily cause a violation? 21:15 Krock exactly 21:16 Krock it's up to the mods to decide whether a failed is_protected check should result in a violation 21:16 Krock since the mod might use it internally for random item placement which is accessible to the current player 21:17 Krock or the sapling protection overlap check: minetest_game returns a chat message if you cannot place the sapling 21:18 Krock the check is performed by doing many is_protected checks inside the given volume - recording a violation for each would not make sense 21:19 argyle77 Ah that would be a good reason for their separation. 21:22 argyle77 But if is_protected returns a true, and register_on_protection_violation is only called once for a set of those... How does the engine know when it is appropriate to make the callback and when not? Is that just a decision made in the is_area_protected function? 21:23 argyle77 Can a mod (and how) return the differentiation between when a node is protected, and when a violation has occurred? 21:24 rodskagg i have been using minetest.set_node( in a lua script and it is pretty cool. is there a list of other worldedit lua commands? 21:25 Krock argyle77: I don't understand your question. If the violation callback is executed, then it's very likely after a is_protected call 21:26 Krock rodskagg: with /lua you're executing Minetest API functions. It's not related to worldedit 21:26 rodskagg ah, got it. 21:27 rodskagg ok, i will look for minetest api functions. thanks Krock. :) 21:27 Krock here are a few things more: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3879 21:27 rodskagg Krock: that's great. thanks bud. :D 21:28 Krock /lua core.chat_sent_all(dump(core.get_node( ))) 21:28 argyle77 Don't worry about it. I may be asking a question without understanding some of the terminology, but I'm close to having a working experiment that will answer the question. 21:28 Krock dump() will.. well.. dump the table into a readable string 21:29 Krock if you run Minetest from the console/terminal window, then you can also use print(dump( )) 21:29 rodskagg oh cool. 21:30 Krock and if you want to go insane with that, try this 5.0.0-dev mod to print the world's biomes: https://gist.github.com/SmallJoker/03c92442c4b81a6d2e7573c7950a10cc 21:31 Krock sample image link in L3 21:34 rodskagg i should get round to building from source at some point. 21:34 rodskagg thanks for the link. looks interesting. :) 21:37 Krock it's easy. just punching though some long commands to install the libraries and then build the stuff 21:38 Krock the gitlab pipeline even provides up-to-date builds for debian, windows and a few more 21:54 argyle77 It seems like, if I protect a node and then dig it, I can often walk through where it was before the engine manages to put it back. 21:56 argyle77 Hmmm... maybe not often, but at least sometimes. 22:06 argyle77 This seems like a bug to me. I'm inclined to open an issue on github. Objections? 22:07 Calinou argyle77: that's been an issue for a long time and there's no fix for it, save for using actually unbreakable nodes in the first place 22:07 Calinou (or making thicker walls) 22:08 Calinou Map Tools offers some unbreakable nodes with the same appearance as default nodes like cobble or wood 22:08 Calinou (in addition to things like invisible walls) 22:09 argyle77 It seems like if the contingency replacement for a dug block was an ignore block until the server agreed, could this fix the issue? 22:22 argyle77 If you can point me in the direction of where blocks get dug on the client side, I'll have a look at the code. 22:22 p_gimeno wouldn't that mean that you have to wait for the server to respond while e.g. digging tunnels? 22:26 sofar the client predicts node digs 22:27 sofar it has an idea of each node that allows it to assume some nodes are diggable 22:27 sofar later on the server may correct it 22:42 argyle77 I dunno p_gimeno. If you can dig through ignore nodes, it would probably mainly mean that you'd have to wait for the server response to move forward, but not necessarily to dig further. 22:43 argyle77 sofar, if the server makes a correction that a node isn't diggable, shouldn't the player's position be reset? 22:44 argyle77 I'm spit-balling because I'm not entirely familiar with the engine yet, but I'd love to look into it. 23:00 rodskagg am i understand this right? minetest.set_node() is part of the api of the base minetest engine. installing the worldedit mod just gave me the lua interpreter that allows me to call that function? 23:02 GreenDimond Yes 23:03 GreenDimond //luatransform (or //lt) will run whatever you input on every coordinate in the selected area 23:03 GreenDimond //lua will run whatever you input 23:03 GreenDimond luatransform provides the pos variable while //lua doesnt provide any 23:05 rodskagg that's really interesting. thanks GreenDimond. :) 23:05 GreenDimond np 23:29 argyle77 Calinou, you mention this is a long-time issue... is there a github tracker for it? 23:35 MinetestBot paramat: Mar-02 06:33 UTC Is it safe to create a GitHub issue for that bug/exploit (along with lua code to work around it)? 23:37 paramat rodskagg 'deleteblocks' will regenerate all entire mapchunks (80^3 nodes) that intersect with the requested 'deleteblocks' volume, so regeneration can happen up to 80 nodes away 23:40 paramat the command description may need added warnings 23:40 paramat it's misleading too 23:42 paramat the requested mapblocks are deleted, but then mapgen sees the gaps and thinks 'that needs generating!' and generates entire mapchunks to fill the gaps 23:44 paramat also "map blocks" may be misinterpreted as 'nodes', bad documentation 23:44 paramat should be 'mapblocks' 23:45 paramat luk3yx best keep it secret for now, a dev can always diretly merge the fix without creating a public issue 23:46 paramat (directly)