Time Nick Message 03:20 cimbakahn Can someone please get rid of Gnome! 03:20 Emerald2 What do you mean? 03:38 diemartin Yes! Get rid of Gnome! But you probably meant user Ganome. 03:38 diemartin Lxde ftw 03:40 Emerald2 xfce all the way! 03:41 Emerald2 (though I've heard good things about MATE) 03:44 diemartin Xfce it's nice too. Never tried MATE. 03:44 diemartin Is it lightweight? 03:45 Emerald2 MATE's a bit heavier than xfce I think. 03:46 Markow I use OpenBox for the ultimate in lightweight ;) 04:14 diemartin Anyway I'm gonna use sleepWM for a bit. Good night o/ 04:19 Emerald2 lol g'night 06:09 VanessaE ............................333333 06:09 VanessaE the cat says hi. 06:10 * cheapie waves to VanessaE's cat 06:10 VanessaE heh 06:11 VanessaE not sure if he's a keeper though, he's a little stray I brought in today, can't be much mo 06:11 VanessaE ..more than a year old 06:20 Emerald2 Hi kitty! 06:20 VanessaE I think it's about time for me to hit the sheetss 06:21 * cheapie drapes a blanket over VanessaE 06:22 VanessaE thanks :P :) 06:23 Emerald2 G'night Vanessa! 06:23 VanessaE night :) 12:55 Vapalus Are mountains, water and the rest of the surface made by a special part of the map generator? 12:56 Vapalus I wanted to add something that simply repeats the algorithm each 4096 units in Y-direction, but it didn't do anything 12:59 Emerald2 Do you have your code on a git repo or such? To help you they'll want to look at it. (Can't help you myself, only just started trying to understand mapgen). 13:01 Emerald2 Or even a pastebin type site. 13:04 Vapalus I just added "data->blockpos_requested.Y %= 1024" in https://github.com/minetest/minetest/blob/master/src/mapgen/mapgen_v7.cpp line 302, for a test 13:04 Vapalus I expected something weird to happen, but absolutely nothing changed. 13:04 Vapalus even adding all three lines for all three dimensions did nothing, so I was wondering what I even did 13:05 Vapalus maybe that's just for underground? 13:05 Emerald2 Sorry I have nooooooooo idea. 13:06 Vapalus No, it can't be "just for underground" since the big caves stayed 13:09 Vapalus Fact is, I'm not asking for what to do, I'm asking for what I should experiment on. That helps me more and is less text for you to write 13:10 Emerald2 I don't know that either. Hopefully somebody is lurking around here who does. :) 14:20 scr267 Is there a good mod for removing unknown nodes? I just removed a mod temporarily and I would like to get rid of the nodes it generated. 14:21 sfan5 alias them to air? 14:22 scr267 Hum, interesting idea... There are various types though, so its not that simple, but perhaps you are right... 14:22 scr267 I'm not sure how to alias one node to another though, is there some doc on that? 14:23 scr267 I was looking here: https://dev.minetest.net/minetest.register_alias 14:23 sfan5 you create a folder, put an init.lua and the calls to minetest.register_alias inside 14:23 scr267 Is it as simple as minetest.register_alias("seaplants:kelp", "air") for example? 14:24 sfan5 should work 14:24 scr267 Thanks very much! :) 14:46 JDCodeIt The "node" data is still in the map in that case - I would think an ABM that sets the node to air might be better. 14:48 zylens I have a question for the developers of Minetest, are you all writing the game in different IDE's or in the same IDE ? 14:48 zylens and in what IDE 14:48 zylens IDE's 14:57 scr267 sfan5, excellent suggestion. It worked like a charm! 14:59 scr267 JDCodeIt: Oh really, so if were to re-enable the mod it would simply re-add it in at the exact same locations? 14:59 scr267 Sorry I hadn't seen your message earlier. 15:00 sfan5 JDCodeIt: shouldn't minetest replace the node as it reads/writes the map during runtime? 15:00 JDCodeIt you said "remove" so I thought that meant really get rid of the items in the world. Of course if you wish to see them in future, you could leave the data in the map. 15:01 scr267 JDCodeIt: I am looking at removing them. While I 'swam' around underwater, the nodes were replaced with air which gradually got replaced with water sources 15:01 JDCodeIt That would be interesting - scr267 - if you disable the alias does it come back? 15:01 scr267 Hum... i'd have to go to a spot where I haven't recently been :-/ 15:03 scr267 I'll see if I can try that out 15:04 JDCodeIt In your case, it seems the ABM on water caused to node data to be replaced with water source. Above water, I'm not so sure. 15:05 scr267 Yes I see what you mean. So I think your suspicion is correct. I turned off the alias, and tried to go back to a place where those seaplants would have existed alread. 15:05 scr267 already: and they were definitely still there... 15:06 scr267 So yes the alias doesn't actually replace the node data. 15:09 scr267 But in my case it actually solves my problem nicely since I'm dealing with underwater plants :) 15:11 scr267 I'm going to try this over dry land 15:11 nri Hello 15:18 scr267 So this is really interesting: 15:19 scr267 1) I put some kelp on dry land, disabled the mod and restarted the server to verify the nodes were unknown. 15:19 scr267 2) I then aliased the nodes to air and restarted the server. The nodes disapeared and the kelp that I still had in my inventory was then showing up as 'air nodes' 15:20 scr267 3) I disabled the aliasing mod that I made and restarted, the nodes were gone. Air was correctly in place, however the air nodes in my inventory were now showing up as unknown. 15:20 scr267 4) just to verify my inventory, I re-enabled the seaplants mod and restarted. My inventory had kelp items. 15:21 scr267 So you are both basically correct. Some of the data is converted and some of the data (in the inventory) remains. And it also probably depends on where the player is at the time. 15:28 nri Does anyone use "gamma" setting to see better? 15:29 scr267 nri: I do. 15:29 nri cool, but in v5 you can only raise the number up to 3 15:30 scr267 I think it was always up to 3 15:30 scr267 0.4.17 certainly was. 15:30 JDCodeIt So something requesting the map blocks actually replaces the data in the map blocks when there is an aliased node. 15:30 scr267 JDCodeIt: Sure seems like it. Probably only when players are in the vicinity. 15:31 scr267 well, like you said 'requesting the map blocks' 15:31 nri scr267: In 0.4.17 i could ramie the gamma to 35 or even higher 15:31 nri *raise 15:32 scr267 nri: Really??? And it had an effect? 15:32 nri scr267: yes it did it was bright in caves 15:33 scr267 Oh maybe I saw some 5.0.0 docs during its development... I might have gotten confused. 15:33 nri scr267: maybe 15:34 scr267 In any case, if there was a way to brighten things up, I would certainly be happy. My screens are not that great and can get Really dark... 15:35 p_gimeno I know the feeling 15:35 nri scr267: in 5.0.0 you can but i raised mine to 35 in 0.4.17 15:35 nri *cant 15:35 nri *in 5.0.0 15:36 p_gimeno that's why I fixed a wiki page on the subject recently, https://wiki.minetest.net/Troubleshooting#The_screen_is_too_dark 15:36 scr267 p_gimeno, Oh nice! 15:36 nri p_gimeno: nice 15:37 scr267 Funny I just read this page a few days ago ... I should try that opengl trick 15:37 scr267 On a similar topic, Xenon made a really neat tool for server admins. pday 15:37 scr267 its in the contentdb 15:37 p_gimeno the opengl thing is the one I fixed 15:38 scr267 Oh cool 15:38 nri I know Xenon. i play RedCat his name is Xenon on the IRC but _CA_ in game 15:39 scr267 Yes, so his pday mod allows players with a specific privilege to see daylight all the time. 15:39 scr267 This only works above ground though. 15:39 scr267 Very handy for a server admin 15:39 nri yes, on VE servers u have that option 15:40 nri everyone has it 15:40 scr267 ok 15:40 scr267 Oh? 15:40 scr267 Another thing I did not know :-P 15:40 nri yes any player has that option 15:40 scr267 How is it done on those servers? 15:44 nri idk i dont know much about programming but when you are on in your inventory you cant choose the option to go between night and day or just night or day. 15:44 nri *can 15:44 nri *can choose 15:44 scr267 Oh I see... is that only on creative servers? 15:44 scr267 But that actually changes from day to night for everyone though. 15:44 scr267 or vice versa 15:44 nri the only one i know of is on VE creative 15:44 nri no it just does it for the certain player 15:45 scr267 Really!?? 15:45 nri yes 15:45 scr267 hum, I'll go and test that :) 15:45 nri everyone has there on options 15:45 nri *own 15:45 scr267 Joining my server right now to see... I thought this was a priv 15:45 nri no its not a priv 15:46 nri i think its a mod 15:46 scr267 Well, I know its part of the unified inventory view 15:46 scr267 but I just assumed it required the set_time privilege. 15:47 nri in VE creative everyone has their own options 15:47 nri for day and noght 15:47 nri *night 15:47 scr267 Ok, so she must be running some special mods to allow that. 15:47 nri yes 15:47 nri you have a server? 15:47 scr267 Xenon's pday sets the daytime permanently. Time changes and you can see the sun and moon but it has no effect on light. 15:47 scr267 always daylight 15:47 scr267 yes, my server is Aurelium 15:48 nri oh ok 15:48 nri maybe ill join some time 15:48 scr267 I hope to see you around :) 15:48 p_gimeno scr267: by the way, I gather you didn't come to any conclusions about those node registrations lagging the server? 15:49 scr267 p_gimeno: I disabled seaplants and it made a huge improvement. 15:49 scr267 And this morning I was bugging sfan5 and JDCodeIt about how to get rid of the unknown nodes those seaweeds caused. 15:50 p_gimeno yes I've caught up with the backlog :) 15:50 scr267 And no, I don't know what exactly in seaplants is the cause of the huge lag. 15:50 p_gimeno did you try by starting the server from the UI, or running a standalone server? 15:51 scr267 Mostly I've been testing this on two standalone servers. 15:51 scr267 One that is a production server, the other is a clone used for testing. 15:51 p_gimeno ok, I asked to discard the possibility of the client having lag and slowing the server down 15:52 scr267 Yep, was wondering about that. 15:52 scr267 However, the slowdown was only happening around the sea 15:52 p_gimeno it's TOO puzzling that the mere registration of the nodes can cause server lag 15:52 scr267 I wonder if some abms were not leftover in the data as long as the nodes were registered. 15:52 scr267 Is that possible? 15:53 scr267 That would explain it... 15:53 p_gimeno no I don't think that's possible, ABMs only run if a mod registers them at run time 15:53 scr267 ok. 15:53 scr267 Even my running trains don't cause this much lag. 15:54 JDCodeIt sea plants lag I believe comes from the no-air ABMs I had to disable that and don't use them 15:54 scr267 JDCodeIt, I commented out all register_abms in seaplants and still had over 1s of ABMS on average. 15:54 scr267 On dry land I have 0 ABMs over 200ms, I don't get any warnings. 15:55 scr267 very weird behaviour. I was wondering if something was kept in cache so long as the module was enabled. 15:55 p_gimeno scr267: did you connect from a different computer, or were the client and the server on the same computer? 15:56 scr267 Technically they are all running on the same host. My client runs on my host, and the servers run on VMs ... 15:56 p_gimeno oh hmmm 15:57 JDCodeIt you can enable the profiler to nail it down 15:57 p_gimeno good idea 15:58 scr267 Yes I am doing that... a bit tricky to decypher... mostly I look at the avg microsecond column to see 15:58 nri scr267: I asked VE what time mod that is. I tell u when she gets back to me 15:58 scr267 nri: thanks 15:58 nri NP 15:58 scr267 The biggest one is: - ABM 'Switching Station' ........................... | 24082 | 294850 | 43181 | 47.1 | 97.6 | 88.8 15:58 scr267 But when I'm close to any switching stations, I don't see any ABMs going over 200ms 15:58 JDCodeIt ...oh you have technic 15:58 scr267 and when I'm over sea, I get plenty of warnings. 15:58 scr267 Yes, maybe the technic_mapgen? 15:59 scr267 I'd be surprised as to how it affects the sea though 15:59 scr267 surprised=curious 16:00 scr267 There is an ethereal ABM which grows coral, but it doesn't seem to be very intensive... 16:00 scr267 avg 77 microseconds.. 16:00 JDCodeIt So your FPS goes way down, or things like placing a node takes a long time? 16:00 p_gimeno wish I could reproduce it 16:01 scr267 JDCodeIt, FPS wasn't affected... the host is pretty powerful with a decent GPU. But certainly when I had ABMs taking over 1s, lag was quite high... 16:02 scr267 Funny is that the biggest ABM by far is unified_inventory on_joinplayer 16:03 JDCodeIt Server is pegged at 100% on one core when traversing the sea? You should do /profiler reset to start new statistics. yes, UI takes a while to build up the list on joining 16:03 scr267 So, no the server never got pegged at 100% over the sea... but it could get to around 30% or 50% 16:04 scr267 server=>cpu 16:04 scr267 sorry put the wrong word there 16:04 scr267 But when the seaplant mod was on, ABMs could take anywhere between 900ms to 1500ms 16:04 scr267 And that would usually keep the lag to at least around ~1s 16:05 scr267 Now that I've disabled seaplants, its at a much more manageable 200ms over the sea 16:05 scr267 the ABMs 16:05 nri You guys are so smart :) i dont understand what u are talking about:) 16:06 scr267 be back in a bit 16:06 JDCodeIt 5.0.0 version I think has something to support drawing things in water without displacing the water - that is what I found was the main drag on the sea mod. So the mod needs to be touched up in 5.0.0 and maybe it will have better performance 16:07 nri scr267: ill ping u when VE gets back to me 16:08 azkia https://cari-mp3.club/ 16:08 azkia https://downloadlagu-mp3.club/ 16:12 p_gimeno do the bots have a feature for auto-kickban on certain keywords? 16:14 JDCodeIt check out the drawtype = plantlike_rooted - maybe the ABM's can be turned off and you get nice underwater plants 16:19 scr267 JDCodeIt, I'll take a look at that when I get back :) 17:04 scr267 So I found the other hog mod from sea... It turns out the noairblocks is the cause of the ABMs going over 200ms 17:06 JDCodeIt Yep, that's the part you may be able to turn off with the other drawtype 17:06 scr267 Oh? I'm not sure I understand... 17:07 JDCodeIt It means getting into the lua code... 17:07 scr267 yes I figured as much :) 17:08 scr267 Ok Im reading up the drawtype doc 17:09 JDCodeIt e.g. in green kelp where you see drawtype = "plantlike", ... change to drawtype = "plantlike_rooted", - and disable those no-air ABMs 17:09 scr267 yes i understood :) 17:09 scr267 sorry, i should have mentionned 17:09 scr267 just prepping a sed command for the test 17:11 scr267 ok restarting the server :) 17:29 p_gimeno I've spawned in a cave! in absolute darkness, without knowing what was going on. I had to grant myself 'give' and give myself a torch to be able to see. A newbie user would think that the MT screen was just black. 17:29 scr267 p_gimeno, At least its realistic :) 17:29 scr267 Except for the spawning part 18:07 p_gimeno well, so JDCodeIt was right. The registered nodes have group 'sea' and the noairblocks ABM triggers with group:sea. That explains why registering the nodes triggered the ABMs and therefore the slowdown. 18:09 p_gimeno mystery solved :) 18:10 scr267 Well, I've modified it to use plantlike_rooted, but after switching back to the original code, I can't seem to get slowdown anymore. 18:10 scr267 In fact, I can't get the plants to grow anymore either... a bit more testing needed on my part :-/ 18:39 JDCodeIt Did you disable the "grow" abm's? They look pretty simple - if a water source is above, then grow 18:56 p_gimeno Optimized the 8 ABMs to 2, reducing the number of calls to get_node() and the chance of execution: https://paste.scratchbook.ch/view/f9b85123 18:56 p_gimeno (in noairblocks) 19:02 p_gimeno an additional optimization would be to make the growing ABMs check their surroundings when growing, so that the noairblocks are placed on grow and the frequency of the noairblock ABMs can be reduced 19:51 JDCodeIt I thought maybe the noairblocks concept was going to be eliminated with the different drawtype - did that not work? 19:52 p_gimeno I run a 0.4.16 local server 19:52 p_gimeno I'm currently not using sea, but now I have it ready in case I want to install it in future 19:55 VanessaE 0.4.16? dude. upgrade already.. 19:55 VanessaE we're almost at 5.0.1 now. 19:55 JDCodeIt drawtype plantlike_rooted was added July 10, 2017 - is it older than that? 19:56 p_gimeno yeah 20:03 p_gimeno VanessaE: I've many more reasons no to upgrade than to upgrade. I like things as they are now. 20:05 VanessaE fair enough. 20:05 VanessaE it won't long before no one can connect to your server though :) 20:06 p_gimeno oh my wife will surely be able to, and I don't need anyone else to connect :) 20:44 IhrFussel !tell nri In theory you could set the gamme setting to something higher than 3 but internally 3 was always the max and any 'brighter screen' argument was a placebo effect 20:44 MinetestBot IhrFussel: I'll pass that on when nri is around 20:45 scr267 JDCodeIt, well I'm a bit out of time to test this all out... I couldn't follow up full yet. 21:24 MinetestBot nri: Mar-15 20:44 UTC In theory you could set the gamme setting to something higher than 3 but internally 3 was always the max and any 'brighter screen' argument was a placebo effect 21:26 nri VanessaE: Hello, what is the mod you use in VE dreambuilder creative that allows each individual player to set their time preferences? thanks 21:28 VanessaE -> /msg 21:30 nri scr267: https://cheapiesystems.com/git/daynight/ 21:34 scr267 yep thank you 23:27 Wikiwide In the Mineclone 2 game how do you download fireworks and potions mod? 23:27 Wikiwide :) 23:29 ol_foody_can-Ned You mean install it, or download it inside the game interface? 23:30 Wikiwide Install. 23:31 ol_foody_can-Ned mhm. Sorry, I have no idea, but I thought it could do to clarify the question ;-) 23:32 Wikiwide Install it. 23:32 ol_foody_can-Ned I know how to install games in Minetest, but I don't know if there's anything special with that one… 23:34 p_gimeno well, MC2 needs mods that are compatible with it specifically 23:34 p_gimeno there's a thread in the forums about mods that are compatible with MC2 23:35 p_gimeno so the first question is, are fireworks and potions compatible with MC2, in the first place? 23:35 Wikiwide Mineclone 2 is installed, but usual minetest mods do no necessarily work with it. And the list I have seen with MC2 mods includes neither fireworks nor potions? 23:35 p_gimeno then chances are it won't work 23:35 p_gimeno but you can try anyway :) 23:36 Wikiwide If fireworks aren't compatible with MC2, what changes would be needed to make it compatible with MC2? 23:36 p_gimeno well, you need to know about modding... I haven't ever tried to make a MC2-compatible mod 23:37 Wikiwide I haven't either. I just know they begin with init.lua 23:37 ol_foody_can-Ned I'm only just learning Minetest's innards, myself … Lua irks me for some reason 23:37 p_gimeno I guess incompatibilities come from the fact that the functions provided by MTG's default mod, as well as the included blocks and items, aren't available 23:37 p_gimeno everything is new 23:39 p_gimeno https://github.com/crazyginger72/fireworks/blob/master/depends.txt says fireworks depends on default, which probably means it won't work with MC2 23:39 Wikiwide ol_foody_can-Ned: I guess, it reads the whole code before it begins to execute it. So x=4; x=5; x=6; will end up as x=6, without any blinks about 4 and 5. 23:42 ol_foody_can-Ned Yes, Wikiwide. unless syntax is bad, it doesn't complain about functional errors until it proceeds to execute a function. 23:42 Wikiwide p_gimeno: what does fireworks exactly need to work? Fire? Teleportation? Sound? Colours? 23:42 p_gimeno I think I've found why it depends on default. I couldn't see anything obvious, until I looked twice, and found this: https://github.com/crazyginger72/fireworks/blob/master/init.lua#L83 23:43 p_gimeno the recipe depends on nodes that are on default 23:44 p_gimeno it actually depends on dye too, but the author forgot to specify that. I guess whoever has default typically has dye, so it's easy to forget. 23:45 p_gimeno so... if you change the recipe to specify nodes that are in MCL2, I think there are chances that it will work 23:46 ol_foody_can-Ned Wikiwide, when you do edit those mods to make them compatible with MC2, be sure to post on the forums so others can enjoy too 23:47 p_gimeno I'll leave potions up to you :) - here's the depends.txt which is a good starting point: https://github.com/ZNixian/minetest-potions/blob/master/potions/depends.txt 23:48 Edgy1 minetest 5.0 is so rude 23:48 Edgy1 it said i dont have a future ;-; 23:48 Edgy1 https://hastebin.com/abukenojob.sql 23:48 Edgy1 "no future without main menu"