Time |
Nick |
Message |
00:34 |
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02:13 |
mason |
Hey all. So, the wiki talks about auth.txt, and I'm curious how best to set per-user privs without this, since it seems to be sqlite now. Thanks! |
02:15 |
mason |
Oh, hrm, seems like I can use the sqlite cli. But I'll let the question stand, and it's probably not intended that I grovel about in the database directly. |
02:16 |
mason |
Related question, I wonder if there's support for plugging in other databases. |
02:17 |
pauloue |
you can set privs with the /grant and /revoke chatcommands |
02:18 |
mason |
pauloue: Can I set defaults for new users that have yet to log in? |
02:19 |
pauloue |
yes, there's a default_privs setting, see minetest.conf.example |
02:19 |
mason |
Cool, thank you get much. |
02:19 |
mason |
argh, very much* typing-- |
02:20 |
pauloue |
for databases see https://wiki.minetest.net/Database_backends |
02:21 |
mason |
cool, thank you for that as well. I'll probably stuff it all into PostgreSQL, although never having played with sqlite before, it's kind of neat being able to muck with a random file using sql. |
02:22 |
mason |
We're finally sick enough of Minecraft vanilla crashing here that we're making the leap. (And with the 1.14 codebase, Spigot and/or Paper don't do much better.) So we're playing with Minetest 5 and Mineclone2, and it's pretty neat so far. |
02:24 |
pauloue |
nice! |
02:52 |
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03:15 |
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03:15 |
CaptainAmazing |
Is there anyway to output a client's FPS to file? |
03:20 |
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04:10 |
sofar |
mason: *casual wave from former bukkit dev* |
04:10 |
mason |
sofar: Hey there. |
06:29 |
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11:29 |
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13:38 |
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14:13 |
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14:18 |
lllI1I |
is there any way in a server as it's currently written to send fake map data to certain players |
14:19 |
lllI1I |
e.g. someone uses a special protection block on their house and to everyone else looking in the windows they just see default:cloud |
14:19 |
lllI1I |
or something along those lines |
14:20 |
rubenwardy |
That is possible with engine modifications |
14:21 |
lllI1I |
I figured it'd have to be an engine mod |
14:21 |
lllI1I |
if there wasn't already a way to do it |
14:21 |
lllI1I |
something tells me that wouldn't be a feature people would be pushing to get into vanilla though |
14:23 |
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14:24 |
lllI1I |
what would be the best way to write a mod that relies on a non-standard feature like that though |
14:25 |
lllI1I |
there's a minetest.features table iirc |
14:29 |
rubenwardy |
Yeah |
14:29 |
rubenwardy |
Or checking for the existence of functions |
14:34 |
lllI1I |
assert(minetest.features._fakeblocks) |
14:34 |
lllI1I |
or something along those lines? |
14:34 |
lllI1I |
it'd probably be better to have fake entity capability as well |
14:35 |
lllI1I |
depends on how it's implemented |
14:56 |
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16:59 |
Plane777 |
Hallo zusammen. |
17:00 |
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20:58 |
MinetestBot |
[git] paramat -> minetest/minetest_game: Define dungeon nodes in biome definitions (#2400) e7be812 https://git.io/fjK0M (2019-07-01T20:58:47Z) |
21:21 |
MinetestBot |
[git] paramat -> minetest/minetest: Update biome definition dungeon node documentation (#8650) 95371c1 https://git.io/fjKEI (2019-07-01T21:21:17Z) |
21:22 |
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23:55 |
Myina |
Hm. |