Time |
Nick |
Message |
00:00 |
trom_ |
is here a simple way to resolve minp and maxp of chunk where I stay ? |
00:01 |
p_gimeno |
yes from the coordinates |
00:01 |
p_gimeno |
x - x % 16 gives you minp in x, and so on for the other axes |
00:02 |
trom_ |
thank you ) |
00:02 |
paramat |
do you mena mapchunk or mapblock? |
00:02 |
paramat |
that's incorrect for mapchunks |
00:02 |
paramat |
*mean |
00:02 |
p_gimeno |
er, you're right, sorry |
00:03 |
trom_ |
mapchunk but I catched idea ) |
00:03 |
paramat |
default mapchunks are 80 nodes and start at -32 on each axis |
00:03 |
paramat |
if 'chunksize = 5' in settings (the default) |
00:04 |
rubenwardy |
trom_: what are called chunks in Minecraft are blocks in Minetest |
00:04 |
rubenwardy |
MapBlock = MC Chunk = 16xYx16 |
00:04 |
rubenwardy |
MapChunk = 8x8x8 MapBlocks = 80x80x80 nodes |
00:04 |
rubenwardy |
although, MC chunks are actually 16x256x16 |
00:05 |
rubenwardy |
iirc |
00:05 |
GreenDimond |
Yes |
00:07 |
p_gimeno |
wait, 8x8x8 mapblocks are not 80x80x80 nodes |
00:07 |
paramat |
5^3 |
00:07 |
p_gimeno |
5x5x5 mapblocks, yes |
00:08 |
rubenwardy |
oops lol |
00:08 |
rubenwardy |
brainfart |
00:08 |
rubenwardy |
I got the 8 from 80 |
00:09 |
paramat |
MT blocks are 16^3 nodes so not like MC 'chunks', just to clarify |
00:16 |
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cddepppp256 |
Ah! |
03:42 |
cddepppp256 |
woops wrong channel :P |
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13:25 |
JDCodeIt |
p_gimeno: I did some more work on the caverealms on_generated - using some flags, it is possible to avoid the decoration loop, if no cave was carved, and avoid write-back if the entire chunk had nothing changed. For those chunks with no caves - about 40% reduction in time spent. Is there still a maintainer of this code? |
13:25 |
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14:10 |
JDCodeIt |
p_gimeno: As paramat noted, I guess caverealms is only relevant for those using mgv6, as mgv7 can support caverns, then you add-on caverealms_lite. But there are quite a few v6 worlds out there... |
14:25 |
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14:27 |
kurtzmusch |
has anyone tryed NodeCore? i cant find anything but sand, leaves and gravel |
14:28 |
Emerald2 |
Yes. Crafting works *nothing* like normal MT. |
14:29 |
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14:29 |
Emerald2 |
btw there's a nodecore server |
14:30 |
kurtzmusch |
that i know... maybe im not playing the correct mapgen? |
14:30 |
kurtzmusch |
am i suposed to find recipe with only leaves gravel and sand? |
14:30 |
Emerald2 |
You have to place items to make things. You can make a tool with the sticks. |
14:31 |
kurtzmusch |
cant find sticks |
14:31 |
Emerald2 |
From digging leaves I think? Wow I am mega rusty. I haven't played it in a while. |
14:31 |
kurtzmusch |
tryed braking leaves and combining them |
14:31 |
Emerald2 |
Dig lots of leaves. |
14:32 |
kurtzmusch |
ok |
15:03 |
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16:15 |
humhumhum |
hello, i have a question, how do I trigger mapgen? |
16:15 |
p_gimeno |
humhumhum: already generated chunks won't re-generate unless they are deleted from the map |
16:16 |
humhumhum |
no, i want to generate chunks which haven't been generated previously |
16:16 |
p_gimeno |
just visiting them should do it |
16:16 |
p_gimeno |
visiting a previously unvisited area |
16:17 |
humhumhum |
yeah i want to generate a map in about 6000x6000 blocks area |
16:17 |
humhumhum |
visiting all that will take days at least |
16:17 |
p_gimeno |
ah you can use /emergeblocks to force generation |
16:18 |
p_gimeno |
see /help emergeblocks |
16:18 |
kurtzmusch |
wow thats nice |
16:18 |
humhumhum |
k thx |
16:18 |
p_gimeno |
you'll have to determine a minimum and maximum height as well |
16:18 |
kurtzmusch |
one could use a slow mapgen to cache a complex map into HD |
16:19 |
p_gimeno |
kurtzmusch: yeah, though it can take a long while... and don't dream of generating the whole map |
16:19 |
kurtzmusch |
is streaming the map from HD slower or faster than generating on the fly? |
16:19 |
kurtzmusch |
the map is only 64k, thats not too much |
16:20 |
p_gimeno |
it's typically faster AFAIK, though I suppose it depends on the mapgen - flat or singlenode will probably be faster than HD |
16:20 |
p_gimeno |
lol |
16:21 |
p_gimeno |
64Kx64K = 4 GB |
16:21 |
humhumhum |
well most of the map is already generated |
16:21 |
humhumhum |
its just i want to make use minetestmapper on it to make a butifel picture and all those ugly empty spots ruin it |
16:22 |
p_gimeno |
multiply that by the bytes per node, 5 minimum, and by the slice height, 10 minimum, and you're at 200 GB |
16:23 |
humhumhum |
thats not a lot actually |
16:23 |
kurtzmusch |
how big is GTA5 for comparison ? |
16:23 |
p_gimeno |
wait, 16 minimum |
16:24 |
humhumhum |
meh, minetest is several Mb before mapgen |
16:24 |
p_gimeno |
300 GB for such a slice, and I'm being very conservative with 5 bytes per node |
16:25 |
humhumhum |
The cheapest PC I've found here has at least 500Gb HDD |
16:25 |
p_gimeno |
mountains are typically much higher than 16 nodes though |
16:26 |
kurtzmusch |
would be nice to cache only 2d noise then |
16:26 |
kurtzmusch |
oh no, actually thats useless |
16:26 |
humhumhum |
How much memory does a chunk consisting fully of air takes? |
16:27 |
kurtzmusch |
the ideas was to make a mapgen with erosion and rain fall and lolts off stuff that would need the whole thing |
16:28 |
kurtzmusch |
p_gimeno: lots of the world would be either stone or air, so a compression on the final map is possibility |
16:35 |
humhumhum |
i noticed that map is generated by 10x10 chunks pieces (each chunk is 8x8 blocks) |
16:36 |
humhumhum |
0xA is an ugly number, why not make it 0x10 or 0x8? |
16:37 |
oil_boi_minetest |
humhumhum, you are asking how to load up map blocks without a client being in them? |
16:38 |
humhumhum |
well i'm ok with client on as well, but I'd rather have it turned off |
16:38 |
humhumhum |
Even Dwarf fortress provides command line options to generate maps |
16:38 |
humhumhum |
Without starting the game itself |
16:40 |
oil_boi_minetest |
humhumhum: well you could https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4140 |
16:40 |
oil_boi_minetest |
Oops wrong line |
16:40 |
oil_boi_minetest |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4144 |
16:42 |
oil_boi_minetest |
You could run minetest server and have a mod which tells the game to go through every mapblock in the radius of an area, or maybe a square area and just keep going and going, until a player joins, and if no player joins within finishing the server just shuts down, mimicking the way dwarf fortress does it but in 3d |
16:43 |
oil_boi_minetest |
And then there's the map screenshotter application thing which does a top down of the map, and you could have it run after the server closes |
16:43 |
humhumhum |
yeah i'm actually generating map for that, its called minetestmapper |
16:45 |
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16:49 |
p_gimeno |
humhumhum: actually 5x5x5 chunk pieces (by default) of 16x16x16 nodes |
16:50 |
humhumhum |
hmmm, i am looking at the map generated by valleys mapgen and I can clearly see 8x8 grid pieces |
16:51 |
humhumhum |
the heigh changes a lot between these 8x8 pieces more often than elsewhere |
16:51 |
humhumhum |
height* |
16:52 |
humhumhum |
when looking at the high mountains from above these 8x8 chunks are clearly visible |
16:52 |
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16:53 |
p_gimeno |
a mapblock is certainly 16x16, a mapchunk can be configured in configuration, I learned that just yesterday |
16:53 |
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16:53 |
p_gimeno |
16x16x16* |
16:54 |
p_gimeno |
https://github.com/minetest/minetest/blob/master/minetest.conf.example#L2968 |
16:55 |
p_gimeno |
the changes you notice may be due to the nature of Perlin noise |
17:00 |
trom_ |
connect to server in singleplayer mode too long. Is it may be because " WARNING[Main]: Irrlicht: PNG warning: iCCP: known incorrect sRGB profile" ~20 lines in console log ? |
17:02 |
p_gimeno |
sounds like there's lots of textures to cache/handle (and a few of them with a broken ICC profile) |
17:03 |
humhumhum |
what is a "detached" inventory? |
17:04 |
humhumhum |
Is it like a chest inventory, attached to an item instead of a player, or like creative inventory where you can take items infinitely, or what? |
17:06 |
humhumhum |
i thought inventories for blocks are written in block metadata |
17:10 |
p_gimeno |
I'm not sure, but I think it means an inventory whose storage is handled by the mod |
17:13 |
Hawk777 |
I *thought* (but could be wrong) that it was meant for inventories that are not the player inventory, but also are not tied to a specific node. So something like Minecraft’s Ender Chests, where the same inventory is accessed by opening any chest of that type, but the inventory you see when you open such a chest is player-specific. |
17:15 |
humhumhum |
oh |
17:24 |
trom_ |
hmm I see no minetest.set_node_light but only minetest.get_node_light |
17:27 |
trom_ |
only vmp may change node light directly ? |
17:39 |
oil_boi_minetest |
I wonder why I can't get auto face direction to work with entities :T |
17:39 |
p_gimeno |
"Ender" chests could be done that way, but the only mod I know that implements one does not use detached inventory: instead it's an extra inventory attached to the player, but the trick is that it is only displayed when you open the chest, because no other form shows it (in particular the regular inventory doesn't show it) |
17:42 |
p_gimeno |
oil_boi_minetest: what is broken is automatic_face_movement_max_rotation_per_sec |
17:42 |
p_gimeno |
you need to set a value, -1 doesn't work |
17:45 |
oil_boi_minetest |
p_gimeno: isn't it supposed to be smooth? :O :O |
17:45 |
p_gimeno |
it's supposed to be instant if negative, but that doesn't work. To make it smooth, you need to set a max rotation speed. |
17:45 |
p_gimeno |
see https://gitlab.com/pgimeno/minetest/commit/1e931c2e28e37d4ba530bfd790402cded7a17d28 |
17:47 |
p_gimeno |
the setting you need to adjust is automatic_face_movement_max_rotation_per_sec |
17:47 |
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17:47 |
oil_boi_minetest |
p_gimeno: yeah, I set it positive but it's very very choppy :O |
17:49 |
oil_boi_minetest |
automatic_face_movement_max_rotation_per_sec = 1000 yields this |
17:50 |
p_gimeno |
mobf used 180 and worked OK |
18:02 |
p_gimeno |
reading the code, it's not clear to me that there's any anti-overshooting provision. It seems to me that if you set the value too high, the angle may overshoot rather than snap to the target angle, and that's why you see choppiness. I haven't tried it though. |
18:04 |
oil_boi_minetest |
p_gimeno: https://imgur.com/cV22Oe2 |
18:05 |
oil_boi_minetest |
p_gimeno: Oh dude it's horrible, when I set it too low, it's super slow when I'm turning in a boat, and if it's too high it gets ultra choppy, the turning varies so the -1 variable is extremely important in my current usecase |
18:05 |
oil_boi_minetest |
And if I set it just right, I get both at once |
18:08 |
p_gimeno |
post the issue to github if you want, there's none currently |
18:09 |
p_gimeno |
there are two issues though, the -1 being broken and the high number making it choppy |
18:09 |
p_gimeno |
the patch I've posted only fixes the first |
18:10 |
oil_boi_minetest |
p_gimeno: Does the -1 make it instant? |
18:10 |
p_gimeno |
it should, and in 0.4.16 it does |
18:11 |
p_gimeno |
it was broken somewhere between 0.4.16 and 5.0 |
18:13 |
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18:14 |
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18:14 |
oil_boi_minetest |
I can't imagine how many mods this breaks or compromises :( this ruins half the stuff I was going to do :( |
18:18 |
p_gimeno |
it will get forgotten if there isn't an issue for it |
18:19 |
oil_boi_minetest |
p_gimeno: did you do a pull request for your half solution? |
18:19 |
oil_boi_minetest |
I can only code in lua so I'm not a good solution for engine problems :T |
18:20 |
p_gimeno |
I'm no longer on github due to MS acquisition. I've informed the developers but it's likely to be forgotten if there's no GH issue or PR for it. |
18:21 |
oil_boi_minetest |
https://github.com/minetest/minetest/issues/8451 |
18:21 |
oil_boi_minetest |
Oh |
18:21 |
oil_boi_minetest |
Hey I reported it :D |
18:21 |
oil_boi_minetest |
Woo |
18:23 |
oil_boi_minetest |
And yeah p_gimeno, I had that same feeling, but the github gui available through the AUR makes github far too easy for me to use git :T |
18:24 |
p_gimeno |
ah good :) |
18:24 |
p_gimeno |
@paramat thanks for posting the issue |
18:29 |
p_gimeno |
@paramat: using .patch instead of .diff includes author/title/subject information suitable for git am |
18:30 |
p_gimeno |
compare https://gitlab.com/pgimeno/minetest/merge_requests/5.diff to https://gitlab.com/pgimeno/minetest/merge_requests/5.patch |
18:31 |
oil_boi_minetest |
p_gimeno: Why, what's the difference? |
18:31 |
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18:31 |
p_gimeno |
oil_boi_minetest: that was for paramat, he normally reads the logs. It's a technicality related to git. |
18:32 |
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18:32 |
stormchaser3000 |
I can't seem to get minetest to work properly on MacOS and I wonder if it is due to Apple deprecating OpenGL in MacOS |
18:33 |
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18:33 |
stormchaser3000 |
I compiled Minetest 5.0.1 on my grandmothers computer and a blank window was the result |
18:34 |
oil_boi_minetest |
stormchaser3000: Consider booting elementary os from usb, and using a second usb to install into then booting from that, mac os is pretty much in lockdown since the new pres took over |
18:34 |
stormchaser3000 |
I would but my grandmother wants to use MacOS :/ |
18:35 |
stormchaser3000 |
I have my arch linux box downstairs that I use but I wanted to test Minetest on MacOS again and that was the result |
18:36 |
Hawk777 |
Can’t you dual-boot? |
18:36 |
Hawk777 |
Then each of you could use what OS you prefer. |
18:36 |
oil_boi_minetest |
Hawk777: Yeah that's what I was saying, elementary would give you the option even if it's installed in usb |
18:37 |
stormchaser3000 |
yeah I could do that... but then there is a risk of data-loss if I resize the MacOS partition wrong if I am not mistaken |
18:37 |
oil_boi_minetest |
I mean IT'LL BE SLOW, but it'll work from usb |
18:37 |
stormchaser3000 |
I could buy an external hard drive or solid state though... |
18:38 |
stormchaser3000 |
but I think apple did something to the software on newer apple computers to make it impossible to easily boot into a flash drive. I tried somewhat recently and it would not show me the drive selection screen |
18:38 |
stormchaser3000 |
unless I was just doing something wrong |
18:38 |
stormchaser3000 |
wouldn't be the first time XD |
18:40 |
Persi |
I'd like to point out that opengl can't be the cause of the problem, apple still hasn't removed opengl support from their operating system |
18:41 |
stormchaser3000 |
oh ok |
18:42 |
p_gimeno |
oh yes it can. Microsoft has made many "mistakes" and Apple seems to be going down the same road. It's within the possibilities that they have "mistakenly" made OpenGL programs invalid. |
18:43 |
Persi |
It's still as terrible as always, but irrlicht has a decade's worth of workarounds for apple's opengl idiosyncrasies so you should be fine |
18:48 |
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18:48 |
oil_boi_minetest |
Here he is, p_gimeno tell em to open a pull request! |
18:49 |
p_gimeno |
oil_boi_minetest: the process is already ongoing, don't worry :) |
18:50 |
p_gimeno |
the issue is opened, and they will decide whether to open a PR as well |
18:54 |
paramat |
humhumhum "i am looking at the map generated by valleys mapgen and I can clearly see 8x8 grid pieces" yes that's an artifact of 3D noise, due to it being 'uneased' whereas 2D noise is 'eased' (smoothed) |
18:58 |
paramat |
i'll open a PR for 8451 |
18:58 |
p_gimeno |
thanks :) |
18:59 |
Persi |
Could somebody with write access to the flathub repo please click on the "Publish" button here? https://flathub.org/builds/#/builders/32/builds/2142 |
19:00 |
p_gimeno |
paramat: I don't agree with Krock on using max_rotation_delta for the 'if'. It was moved inside the 'if' to avoid a calculation in the other branch. |
19:01 |
paramat |
ok i'll keep the patch as you wrote it to start with |
19:10 |
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19:27 |
trom_ |
test |
19:28 |
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19:29 |
trom_ |
oops vm:set_lighting({day=15, night=15}) - https://i6.imageban.ru/out/2019/04/06/50e261c07beebe93ac094ed150d549b0.jpg |
19:29 |
trom_ |
nodes seems like not bright but emit light |
19:30 |
trom_ |
really ??? |
19:32 |
p_gimeno |
hm, maybe set_lighting is interpolating light intensity |
19:33 |
rubenwardy |
trom_: 15 means sunlight, use 14 |
19:33 |
rubenwardy |
vm:set_lighting({day=15, night=14 }) |
19:34 |
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19:38 |
trom_ |
rubenwardy: hmm takes same effect - nodes still lights around |
19:39 |
paramat |
p_gimeno #8455 |
19:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/8455 -- Fix regression in automatic_face_movement_max_rotation_per_sec by paramat |
19:39 |
p_gimeno |
:+1: thanks |
19:41 |
paramat |
that lighting seems correct, light always falls of by 1 per node at the edge of the 'set light' area |
19:41 |
humhumhum |
where's the default inventory formspec defined? |
19:52 |
humhumhum |
also why is sfinv included both in minetest game and in downloadable mods |
19:57 |
paramat |
because sfinv is useful for other games |
20:00 |
humhumhum |
ah |
20:09 |
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20:30 |
Fixer |
wonder where is hmmmmmmmmmmmmmm |
20:31 |
rdococ |
I like to pronounce json like I'm screaming JASON |
20:37 |
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20:37 |
MinetestBot |
[git] HybridDog -> minetest/minetest_game: Moss growth ABM: Add inner and outer cobble stairs, simplify code 0291c6b https://git.io/fjLFa (2019-04-06T20:35:48Z) |
20:41 |
walle303 |
Does anyone know how to remove all of a block from a world? |
20:46 |
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20:47 |
p_gimeno |
walle303: hm, I don't know of any pre-made mod. I guess you need to create a mod that has an LBM that replaces that node with another one. |
20:48 |
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humhumhum |
how do I make two different types of inventory cells: one for nodes and another for craftitems? |
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walle303 |
p_gimeno, Any way of doing it with a postgresql command? |
21:52 |
p_gimeno |
walle303: most certainly not. The node contents are compressed. It could be done with an external program, though. |
21:53 |
walle303 |
oh, is there a way to disable compression if the database is already on a compressed backend? |
21:54 |
p_gimeno |
I don't know but I doubt it |
21:55 |
p_gimeno |
but I don't think there's a backend supporting built-in compression |
21:55 |
walle303 |
postgresql+zfs |
21:56 |
p_gimeno |
ah, the filesystem does |
21:56 |
walle303 |
seems wasteful to have two layers of compression |
21:58 |
rubenwardy |
hence why most filesystems don't do that |
21:59 |
rubenwardy |
because the format will know better on how to compress things |
21:59 |
walle303 |
most postgresql databases aren't compressed already |
22:08 |
walle303 |
eg: zfs reports that my postgresql datastore is compressed from 127GiB down to 39.5GiB |
22:08 |
walle303 |
minetest worlds make up ~6GiB of that pre-compression data |
22:42 |
rubenwardy |
quite impressive |
22:43 |
rubenwardy |
you can control it whether it attempts to compress a file/dir or not? |
22:43 |
rubenwardy |
I can see it being beneficial to disable it on already compressed archives |
22:44 |
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22:56 |
kaeza |
5,99[17:41] ,99 ,99<5,99walle303>,99 Does anyone know how to remove all of a block from a world? |
22:56 |
kaeza |
!mod clean |
22:56 |
MinetestBot |
kaeza: Server Cleaner [servercleaner] by UjEdwin - https://forum.minetest.net/viewtopic.php?t=21589 |
22:56 |
kaeza |
Not that... |
22:57 |
kaeza |
https://forum.minetest.net/viewtopic.php?t=18381 |
22:58 |
kaeza |
That one. |
22:59 |
p_gimeno |
oh were they unknown nodes? I didn't get that impression |
23:00 |
kaeza |
They don't need to be unknown. |
23:03 |
p_gimeno |
confusing... the description says it's to clean up unknown nodes and entities |
23:04 |
p_gimeno |
for known nodes, I would imagine you want to specify the replacement node |
23:10 |
p_gimeno |
hmm, I don't think that code would work for known nodes |
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23:15 |
Fixer |
next step |
23:15 |
Fixer |
!rainbow pillars remover |
23:15 |
MinetestBot |
4pil7lar8s r3emover |
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23:36 |
kaeza |
!rainbow https://gist.github.com/6b84b70f891f973b818de36a18f82184 |
23:36 |
MinetestBot |
4http7s://8gist3.github.6com/6b844b70f7891f8973b3818de36a618f82184 |
23:39 |
Lone-Star |
AntumDeluge's cleaner works very well, have used it several times. |
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