Time Nick Message 00:31 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Warn of biome ID re-allocation when unregistering or clearing biomes … 13b14aa1c https://git.io/Jvswu (152020-02-03T00:31:00Z) 02:29 perrier quit 07:55 Dr_Frankenstone repo.or.cz is down, anybody know anything about it? 11:18 rubenwardy Dr_Frankenstone: it's dead. Wuzzy has moved to other git hosts 12:18 l41f3n Hello, i'm testing minetestmapper but when I generate my map, my map is empty. I use minetest with mineclone2 game. minetestmapper and mineclone2 are compatible ? 12:18 l41f3n thank you for your help 12:33 sfan5 mientestmapper is not compatible with mineclone2 the way it ships by default 12:34 sfan5 you will need a colors.txt file compatible with mcl2 12:34 l41f3n ah ok, thank you :) 13:07 ntat Hi. I have little problem, how to idę/fire TNT stick? 13:09 ntat *how to use/fire 13:11 ntat TNT package I must stop and fire with torach. But I do not knows how to fire stick 13:11 ntat *drop and fire 13:19 calcul0n ntat, not sure but there's nothing in the code to fire sticks 13:19 calcul0n looks like there only use is to craft tnt blocks 13:24 ntat calcul0n, OK, thank you for your reply 16:59 scr267 I've got some mods that are loading in an incorrect order because they don't have a mod.conf file and instead their dependencies are listed in depends.txt 16:59 scr267 Is there a way to ensure minetest uses either file if the mod isn't up to date? 17:25 rubenwardy scr267: minetest will check both depends.txt and mod.conf 17:36 scr267 hum odd thanks rubenwardy 17:36 scr267 building_blocks has a depends.txt file which shows that homedecor_il8n is a hard dependency 17:36 scr267 but I've added log lines in those two mods and homedecor_il8n always loads after building_blocks 17:37 scr267 so building_blocks fails to load 17:37 Krock * i18n 17:38 scr267 ? 17:38 scr267 Sorry Krock, I'm not sure I understand you. 17:39 scr267 I did try adding a mod.conf file to building_blocks and listing homdecor_i8ln as a dependency that way, and it worked.... 17:39 rubenwardy Worth sharing a link 17:39 scr267 But now I have similar issues with a bunch of dependencies 17:39 rubenwardy To building blocks 17:39 rubenwardy Also, Mt version? 17:40 scr267 just a sec 17:40 Krock scr267: not much. just that it's i-one-eight-n 17:41 scr267 Minetest 5.1.1 17:41 scr267 Krock, ok I'll double check the names 17:41 scr267 The building blocks mod I use is one that I 'copied' from my prod server: https://gitlab.com/aurelium/aurelium-mods/building_blocks.git 17:42 scr267 I've created a repo for it temporarily until I can link to the real one. 17:42 scr267 Oh yeah its because the original source was hosted on gitorious which seems to have gone under 17:47 scr267 Krock, thanks! I think thats the issue with the mod not loading 17:48 scr267 rubenwardy, Thanks a lot as well... sorry for bugging 17:48 scr267 I screwed up the name of the module when I created a clone of the repo 18:00 jonadab Lone_Wolf: Oh, thank you for posting that. I was beginning to feel like I was looking for the Seven Cities of Gold. 19:13 scr267 !mods chains 19:14 scr267 !mod chains 19:14 MinetestBot scr267: Chains Mod [chains] by Doc - https://forum.minetest.net/viewtopic.php?t=3741 19:37 scr267 Does anyone know if this function was removed from streetsmod ? ' description = streets.S("Marking Overlay: "..friendlyname),' 19:37 scr267 streets.S 19:37 scr267 I have a few mods which depend on streetsmod and they crash trying to access this. 19:37 rubenwardy probably 19:37 rubenwardy also, that's a very bad translation 19:37 rubenwardy never use `..` in translations 19:38 scr267 hum, er... well its' the labels' mod that I'm quoting here 19:38 scr267 but ok 19:38 rubenwardy probably 19:38 rubenwardy they probably use MT5 client-side translation now 19:38 rubenwardy tbh, they should have never exposed that in their API 19:39 scr267 Ok... 19:39 scr267 Thanks 19:43 scr267 Hum, it's weird, maybe I'm looking in the wrong spot but I can't find a function named 'S' in streets... might it be inherited from something? 19:43 Krock intllib 19:43 rubenwardy it will have been deleted and replaced by minetest.get_translator 19:53 scr267 !mod emergencyphone 19:53 MinetestBot scr267: There are no results for this query :( 19:57 scr267 Well looks like at least some of those 'old' mods have been replaced... I think emergency phone has been included as part of infrastructure 20:52 scr267 Anyone seen this before? 20:52 scr267 2020-02-03 15:51:10: ERROR[Server]: /builds/aurelium/aurelium-project/build/minetest/src/script/cpp_api/s_base.cpp:89: static int ScriptApiBase::luaPanic(lua_State*): A fatal error occurred: LUA PANIC: unprotected error in call to Lua API 20:53 scr267 That's a bit scary :( 20:56 ntat Hi. Is it possibile to connect two Android devices via direct WiFi without router to play Minetest (multiplayer)? 20:57 mmuller ntat: I don't think so. You need ad-hoc networking for that and AFAIK Android doesn't support that. 20:58 mmuller apparently you can do it if you root your phone 21:01 mmuller actually, you might be able to do that if you can tether. 21:04 deltasquared how expensive actually is it disk wise to store an int per node of metadata for a given block type? I'm considering writing wire networks where the blocks remember their "network ID" so not everything has to remain loaded at once, but I'm curious as to whether that'd start adding up. 21:05 deltasquared e.g. as a drop-in replacement for a power network on a server where there's a "public grid" in the tens of thousands of nodes. 21:07 deltasquared I could alternatively store this data separately (e.g. say a lua table of positions -> net ID), though metadata would be preferable because it's easier to keep in sync with the rest of the saved world state. 21:07 ntat mmuller: thanks, I check the tethering method