Time Nick Message 00:00 Nutty8 Astrobe, how did you do this to the ores?? 00:01 Nutty8 Testus Minetest worlds are reeeeally small compared to minecraft ones, but I think that for a casual gameplay it's more than enough 00:01 Astrobe short story: with some scripting. 00:01 Nutty8 but surely i would like to see bigger worlds XD 00:02 Testus Minetest: (62×10^3)^3 = 2,3833×10¹⁴ 00:02 Testus Minecraft: 256×(62×10^6)^2 = 9,8406×10¹⁷ 00:03 Verticen So minetest worlds are technically smaller than minecraft's? wow. They still seem to be a larger scale in terms of terrain scale though; mountains are taller and caves are bigger 00:05 Nutty8 I think it's because minecraft stops depth at 0 00:05 Nutty8 minetest goes on with negative values 00:05 Testus (9,8406×10¹⁷)÷(2,3833×10¹⁴) = 4128,9808 --> A Minecraft world has 4128,9808 times as many blocks/nodes as a Minetest world. 00:06 Astrobe MT is a 65536x65536x65536 nodes. 00:07 Astrobe 65536x65536 is already slightly over 4 billions 00:08 Testus Minetest is only bigger at the Y Coordinate. Minetest worlds are ca. 62 000 nodes high while Minecraft worlds are only 256 blocks high. 00:08 Nutty8 I always have to take a time to understand big numbers '=D X) 00:09 Nutty8 like counting groups of three digits and going like "normal, thousand, million, billion(...)" 00:09 Testus However Minecraft worlds are 62 000 000 blocks long in X and Z direction (from one end to the other) while Minetest worlds are only 62 000 nodes long. 00:17 Testus In Minecraft their is a modpack which generates earth's surface on a 1 to 1 scale in the MC world. In Minetest this would be completely impossible as not even a small country would fit into the world. 00:23 Testus Let's face it, 62 kilometers (=62 000 nodes) isn't that much in the real world. 00:23 Astrobe That's a huge amount of static data. Accurate world coverage for just terrain altitude in flightsims easily go to to the gigabyte IIRC. 00:23 Testus 62 000 kilometers (Minecraft) is something completely different. 00:31 oil_boi_ If we broke the world into another world handling method on top of the one we already have, we could have 2814749767106566^3 nodes per "super map block" (the current world size) which would give us 22,300,745,198,530,765,752,228,243,948,760,022,859,938,529,496 renderable nodes staying within the 16 bit integer limit 00:34 oil_boi_ Now if you don't think that's very big, that is 4,294,967,296 in every direction. Minecraft is limited to 30,000,496 at the absolute generation limit 00:36 cheapie As unconvinced that I still am that there's actually a problem with the world size, I guess that *would* be one way to try to make the "62 km² is too small" people happy... 00:36 cheapie 3844 km²* 00:37 oil_boi_ I usually barely go out 1000 so the only time I could see anyone having a problem with that cheapie is on a server with 1000+ users. I'm just talking hypothetical. Also it's not really about making people happy, it's more of the "wow" factor 00:37 Nutty8 back from dinner 00:38 cheapie At the moment, the server I play on most has been around since at least 2014 (I think longer than that, VanessaE would be able to get you an exact number) and even then there's not much out past ±8000 in each direction. 00:43 Testus A while ago I played on a (medium sized) Minecraft anarchy server and there people recommended me to get at least 200k blocks away from spawn to build a secure base. So yes, on big servers this really could be a problem. 00:44 VanessaE that server's been around since mid 2012 I think 00:44 Nutty8 I think the world size is satisfactory, if someday the devs make a transition from 16 bit to 32 bit numbers to deal with world size, the worlds can be much bigger 00:44 VanessaE though the server list has it at 7.0 years old 00:44 Nutty8 Or no... I dont know how they handle this down to the engine... 00:44 VanessaE (she means daconcepts.com:30000, my Dreambuilder Creative server) 00:45 Testus Okay, building your base deep underground should solve the problem but without a teleportation mod you would then always need really long to get back up to the surface. (You can't just build a straight way up as hackers could spot your tunnel.) 00:47 Testus Could switching from 16 bit to 32 bit break some mods? 00:49 Astrobe The world size being ok or not depends on the movement speed. For instance 62km at IRL walking speed can be done in about 16 hours. 00:52 Astrobe You needed to go 200k away from spawn probably because they provided stupidly fast transports, which have the downside to make your world smaller. 00:55 Testus No they have stupidly fast hacks (it's an anarchy server so that's allowed) and the nether dimension which makes every distance 8 times shorter. 00:56 Nutty8 Testus, about going up and down in a world, i try to make free fall vertical tunnels with scaffold blocks to stop falling at the point I want, but going up again is torture '=D 00:57 Testus But as I wasn't hacking and didn't take the whole thing too serious I went just around 50k blocks away from spawn. Actually I have no idea if that base still exists :D 00:58 Nutty8 about the 16 bit --> 32 bit and mods, I think it would probably break mapgens, or not, my 00:58 Astrobe That's what I suspected. That's sort of, a degenerate case if I can say so. 00:58 Nutty8 the devs can answer this properly 00:58 Testus Yea but as I said, those hackers could spot your tunnels as they are using things like x-ray. 01:00 Testus Well overall I think there a much more important things than bigger Minetest worlds but I would nevertheless be a nice feature. 01:01 Astrobe I watched the MC world 1:1 scale. They say they use google map data, but I thought their API was not free anymore ? 01:04 Testus I don't think getting this data is the problem. Minetest has also a mod or external programm for generating worlds from geographical data. 01:05 Testus But on the 1:1 scale it would just not fit into the world. 01:35 nephele On the other end, i would really like to have smaller (looping) minetest worlds 01:36 nephele I really enjoyed aswell the minecraft pocket edition worlds with a fixed world boundary 01:36 nephele i suppose the later one i could make with a hacked worldgen, but the first one definetely needs some engine support :2 01:37 Testus Why not just adjust the world size in the minetest.conf file? 01:38 Testus Those mini-worlds were one of the reasons why I hated the old minecraft pocket edition ... 01:41 Testus VanessaE: Is the Scaffolding node in your Gloop Blocks mod just decorative? 01:42 VanessaE yes and no :P 01:43 Testus How do I have to understand that? 01:43 VanessaE that was Nekogloop's mod originally, but I took it over when he wandered off. at the time, scaffolding was some kind of active node. imho it didn't work very well so I reduced it to a simple node 01:45 Testus Yea, that's exactly what I meant with "decorative" :DD 01:45 VanessaE it WAS intended to be super cheap to make and easy to break though. I don't recall if I put that part into effect :P 01:47 Testus I think it needs just a small amount of wood and breaks similar fast as dirt so yea, you kind of did it. 01:48 Testus But if you don't care about the texture, you could also just use the good old dirt :') . 01:48 orbea Is heat/humidity from minetest.get_biome_data(ppos) restricted to only certain mapgens? 01:48 VanessaE Testus: most likely Neko did that part too :) 01:49 VanessaE the texture could perhaps use improvement. pull requests welcome :) 02:33 Nutty8 Hello again! 02:34 Nutty8 I wanted to ask something 02:34 Nutty8 do you sometimes get stuck into blocks when spawning in a new world? 02:34 Testus Yes 02:35 Nutty8 how do you get out of it? teleporting? 02:35 Testus That's how Minetest welcomed me in my very first world :') 02:37 Testus I did always just spawn inside of trees. Last time I could simply walk out of it. Otherwise punching the wood might help. 02:38 Nutty8 :') :') :') :') :') :') 02:38 Testus Looks like you missed my last message: "I did always just spawn inside of trees. Last time I could simply walk out of it. Otherwise punching the wood might help." 02:39 Nutty8 It happens to me a lot to spawn under stone :') 02:39 Testus But I can't remember ever spawning inside of stone or. 02:40 Nutty8 you are lucky to spawn inside a tree, getting out of the void and getting the first wood at the same time :') 02:42 Testus Well at the first time I seriously thought Minetest wouldn't work on my computer as I just saw black and I were shocked. After a few minutes I finaly somehow found my way out of that tree ... :') 02:47 Nutty8 I thought the same thing!! 02:47 Nutty8 Saw the people discussing in the forum about how they could run minetest on a potato 02:48 Nutty8 And I sitting in front of a black screen thinking 02:48 Testus "How can that potato be better than my pc???" 02:49 Nutty8 this :') 02:49 Nutty8 ahhh man, today was funny :') 02:49 Nutty8 thanks for the chat, I'm going to sleep 02:50 Testus You're welcome 02:51 dennisjenkins Has anyone here tried Wuzzy's recent improvements to 'Hades Revisted' (v0.4.2) on Minetest v5.2.0? 08:18 Andrey01 May anybody please host new forum? It`s so annoying to wait for half-minute or even longer to load single page 08:25 Noclip They told me celeron55 would be trying to switch to a better server so I think we just have to wait until that's done. 08:25 Noclip (And that's also all we can do ...) 08:37 Noclip DrFrankenstone: Thank you for updating the cloudlands mod to Minetest 5.2! ?️ 11:13 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Various features and fixes 131292bdb https://git.io/JvhK8 (152020-04-11T11:12:51Z) 11:13 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Implement minetest.sound_fade() 135f3a17e https://git.io/JvhK4 (152020-04-11T11:12:51Z) 11:13 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: scriptapi: Sort out ServerEnvironment / Environment distinction properly 13054c5df https://git.io/JvhKB (152020-04-11T11:12:51Z) 11:13 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: A few initialization cleanups 13f105bc8 https://git.io/JvhKR (152020-04-11T11:12:51Z) 11:47 MinetestBot 02[git] 04GreenXenith -> 03minetest/minetest: Use TILE_MATERIAL_ALPHA for use_texture_alpha entity flag (#9639) 13fbf74dc https://git.io/Jvh6E (152020-04-11T11:45:14Z) 12:14 kuba_orlik Hi there! I have trouble setting an admin for my server. I did put my username as "name" in the minetest.conf, restarted the server and then nothing changed... 12:28 sfan5 hm 12:29 sfan5 you can also manually add privleges using the sqlite3 tool on auth.sqlite 12:29 sfan5 but that's more complicated than it should be 12:31 kuba_orlik oh, I just realized I pointed to the wrong config file, nvm 12:31 kuba_orlik is there a way to hide the entire server behind a password? 12:33 sfan5 look into `default_password` 12:40 kuba_orlik ooh, that's cool 12:40 kuba_orlik thanks! 13:23 kuba_orlik I've set up a server with my friends and it's so much fun! :D 13:23 kuba_orlik We're trying to install a mod and I can't quite figure out how to do that 13:23 kuba_orlik I've downloaded and extracted the zip, but I don't know how to enable it on the server 13:23 kuba_orlik I only have CLI access 13:23 rubenwardy so, extract the folder to mods/ 13:23 rubenwardy this will probably be at ~/.minetest/mods 13:24 rubenwardy then make sure that there's either an init.lua or modpack.conf file in the extracted folder 13:24 rubenwardy for example, ~/.minetest/mods/mymod/init.lua 13:24 rubenwardy if there's not, you may need to pull subfolders out of the extracted folder - sometimes zips nest 13:24 kuba_orlik confirmed 13:25 kuba_orlik the init file is right in the mod's directory 13:25 rubenwardy then go to your world, and set `load_mod_mymod = true` for each mod. There may be more than one mod in the thing you downloaded 13:25 rubenwardy oops, set that in world.mt 13:25 kuba_orlik oooh ok 13:25 kuba_orlik then I should restart the server? 13:25 rubenwardy you should search for the modname - it'll create lines with = false for each mod that is disabled, and then set it to =true. IF the mod name isn't there, then add a line 13:25 rubenwardy yeah 13:27 kuba_orlik ok 13:29 kuba_orlik that worked! thanks :) 13:35 kuba_orlik I've installed Craft Guide. It mentions that it's a blue book - but how to access it? 13:35 tf2ftw kuba_orlik, open the command window and type :/craft 13:36 tf2ftw to clarify, type "craft" 13:40 kuba_orlik cool! 13:40 kuba_orlik it shows me 1/5 - I assume it means there are 4 more pages? How do i sift through the pages? 13:48 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Formspec: No spec ID for static text labels 1301b3f26 https://git.io/JvhXO (152020-04-11T13:31:02Z) 14:07 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Drop content_sao.{cpp,h} 135146086 https://git.io/Jvh1e (152020-04-11T14:07:17Z) 14:07 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Move PlayerSAO to dedicated files 13894a34a https://git.io/Jvh1v (152020-04-11T14:07:17Z) 14:07 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: pass clang-format 13c99e8df https://git.io/Jvh1f (152020-04-11T14:07:17Z) 14:07 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Add vscode cmake plugin files to gitignore 132a7267f https://git.io/Jvh1J (152020-04-11T14:07:17Z) 14:07 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Move serveractiveobject & unitsao 136d43736 https://git.io/Jvh1U (152020-04-11T14:07:17Z) 14:10 Nutty8 fresh commits? =D 14:10 rubenwardy minty 14:13 Nutty8 Wow that's very good :') 14:16 nephele Is there a way to fall back for textures? Asking since for my gamemode i have a couple of nodes that share textures, but realistically a texture pack author probably wants to be able to texture them individually, so i would like an option for thme to "just" drop pngs in the correct place to use as node textures 14:23 sfan5 no need to 14:23 nephele why not? 14:23 sfan5 texture pack authors have the ability to set texture overrides for each face of a node 14:24 nephele how does that work? i thought texture names are global, does mt alocate some unique names or so? 14:26 kuba_orlik "craftguide is also integrated in sfinv " - what's sfinv? How do I enable it? 14:26 kuba_orlik is it a mod? 14:26 sfan5 nephele: https://github.com/minetest/minetest/blob/master/doc/texture_packs.txt#L145 14:27 sfan5 kuba_orlik: sfinv is the name of the inventory built into minetest_game with the different tabs (if any) 14:28 nephele sfan5, hmm, i see 14:29 nephele Can i also make my default textures into a pack? to make changing it and copying it easier? 14:32 sfan5 users would be forced to enabl the pack so that there are any textures at all, kinda inconvenient 14:32 sfan5 you sure could but I don't really see any advantage 14:33 sfan5 texture pack stuff is also somewhat complicated when you run a pure server 14:33 nephele Ah, yeah 14:33 nephele I have (most) of my textures namespaced though, so copying them out and figuring out which is which shouldn't be too difficult 14:34 sfan5 someone can always just find path/ -name '*.png' -exec cp {} somewhere_else/ \; 14:35 nephele cp game/mods/*/textures/*.png myfolder/ is faster :P 14:35 nephele atleast, to memorize... find is always a bit, oh well 14:40 nephele heh... that doc sais wieldhand.png is hardcoded... but i can overwrite the hand tool to use a different texturename :g 14:49 nephele Would be nice if someone could take a look at my (fairly trivila) pr for default stack sizes again, at this point please just comment or kill it, having it hang around for months isn't encouraging: https://github.com/minetest/minetest/pull/8873 14:51 sfan5 !title 14:51 MinetestBot sfan5: Add default stack size setting by SmallJoker · Pull Request #8873 · minetest/minetest · GitHub 15:00 sfan5 well sounds good to me 15:01 nephele sfan5, do you mean, the item default? 15:02 nephele default_node is only used once 15:02 sfan5 oh thought it was the same setting 15:02 sfan5 why would you have nodes and items stack differently? 15:02 sfan5 well I guess it's fine 15:03 nephele Well, I don't see much use grouping them together 15:03 nephele and i don't know how a setting in the ui would adequately explain that it applies to items and nodes :) 15:03 sfan5 with its description? 15:04 nephele Anyway, I do think that server operators should be able to set those independantly 15:06 nephele I can adjust the patch to check stacksize_default_item only once anyhow 15:06 nephele (and then ask Krock nicely to push an updated version.. :) 15:07 nephele (i think this is a bit more readable though, no indirection, but that is just my 2c) 15:10 hisforever Hi I need to know what mod has the flowers in a pot for windows 15:10 sfan5 !mod flower pot 15:10 MinetestBot sfan5: flowerpots [flowerpots] by D00Med - https://forum.minetest.net/viewtopic.php?t=16573 - https://github.com/D00Med/flowerpots 15:10 sfan5 perhaps that one works 15:10 hisforever thanks Stan 5 15:13 Krock also 15:13 Krock !mod xdecor 15:13 MinetestBot Krock: X-Decor [xdecor] by jp - https://forum.minetest.net/viewtopic.php?t=12534 - https://github.com/minetest-mods/xdecor 15:14 nephele Is 5.2 compatible with 5.1 as in, that 5.2 clients work fine on a 5.1 server? 15:15 hisforever Krock: thats the one I needed 15:15 Krock !next 15:15 MinetestBot Another satisfied customer. Next! 15:15 nephele I have some formspec coordinate stuff, that i think only got in 5.2? but i dont think the freebsd port i want to use for the server is updated 15:16 Krock the server must be 5.1.0+ to properly send formspec_version 15:17 nephele i am not using formspec_version 15:17 nephele i am using real_coordinates 15:18 Krock does not matter which version the server has 15:18 nephele it's 5.1.1 anyhow, so in that case probably fine 15:59 Talkless Hi. we'r playming multiplauer with friend Lord of the Test. In the beginning, the world was created with static_spawn 15:59 Talkless later, I've removed it 16:00 Talkless but now, even after removing it, sleeping in the bed does not set new spawn point :/ 16:00 Talkless is there a way to fix it? 16:00 Talkless playing multiplayer* 16:05 Talkless Could it be that beds does not work because.. they were stolen? (from NPC) 16:07 nephele Ah yes, only took me 1 minute to break my gamemode by taking away all my permissions except for... give... :D 16:20 lmat Talkless: You adjusted the server setting then restarted the server? 16:33 nephele Wuzzy, the setting will /never/ be able to fix that some settings should be namespaced to gamemodes or worlds, like other settings setting it carelessly can be destructive, just like i can set my fov to 2 or set my water waving height to 200 anyway, the setting is designed for one easy task, let server owners set a defualt 16:33 Talkless lmat: yes I've restarted few times already. I only start it before we continue game session with friendas (it does not worj 24/7) 16:34 Talkless friends* 16:34 nephele And server owners, suprisingly, dont want to maintain a patchset against builtin, hence this setting 16:35 nephele there is /literally/ no other way with the current design to get a reliable default, not even for gamemode, so to say they "rely" on them is kind of stupid, moreso that they have to work around it by explicitly setting something that should have just been a setting in the first place 16:35 Talkless maybe I should try sethome? 16:35 Talkless give "home" permissions to friends too, as workaround? 16:37 nephele Modders don't have to support any settings you use in your client, if they want they can target only default, there are already ways to change the default stack setting, just that they are much more horrible and require quite a lot of effort to set up for server owners, practically reinventing the wheel each time 16:37 lmat What the crap... Minetest uses a left-handed coordinate system!? 16:37 * lmat shakes head 16:40 Nutty8 Hello! 16:40 Talkless Should I see spawn point in players.sqlite? 16:40 Nutty8 How can I beat the stone underground mobs of NSSM mods? 16:41 Nutty8 mod* 18:00 MinetestBot 02[git] 04nerzhul -> 03minetest/minetest: Reduce ServerEnvironment propagation (#9642) 135cc06e4 https://git.io/JvhHS (152020-04-11T17:59:43Z) 18:05 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Implement DPI scaling for Windows (#9586) 1340df393 https://git.io/JvhHh (152020-04-11T18:03:59Z) 18:40 MinetestBot 02[git] 04pauloue -> 03minetest/minetest: Update API site build (#9622) 13840b17c https://git.io/Jvh7f (152020-04-11T18:38:39Z) 18:52 MinetestBot 02[git] 04IFRFSX -> 03minetest/minetest_game: Add Basic Fire Description (#2568) 1336b2bcb https://git.io/Jvh7B (152020-04-11T18:50:49Z) 19:22 sfan5 Wuzzy: https://old.reddit.com/r/Minetest/comments/fzei31/bugs_520_mineclone2_bug_reporting/ 19:23 Talkless what I have to do for sheep to not dissapear? 19:23 Wuzzy thanks 19:24 Wuzzy use a nametag on them 19:24 Wuzzy and make sure they dont escape or die ? 19:25 Talkless and what I have to do to not die? 19:25 Krock Wuzzy: I left another bug report on the forums. one mod in ITEMS/ calls to a get_content_id that's not needed and moreover pointing at an unknown node 19:25 Talkless it was in enclosed area, three sides fence, one side stone wall. 19:25 Wuzzy this bug was fixed 3 versions ago 19:25 Wuzzy ↑ @Krock 19:25 Talkless is there a wiki page about growing animas? 19:25 Talkless I can't find it 19:25 Talkless "Farming" talks about vegetables.. 19:26 Wuzzy Talkless: which game you play? 19:26 Krock according to my diff 19:26 Talkless Lord of of the test 19:26 Talkless Wuzzy: 19:26 Krock /mods/ITEMS/mcl_hoppers/init.lua ("mcl_chests:chest") 19:27 Wuzzy i already told you the content_id was fixed 3 versions ago 19:27 Krock HEAD ist jetzt bei 40b5c5c2 Version 0.54.1 19:27 Krock git pull 19:27 Krock Bereits aktuell. 19:27 Wuzzy upgrade to 0.63.0 19:28 Wuzzy which repo do you pull from? 19:28 Wuzzy this is the official repo: https://git.minetest.land/Wuzzy/MineClone2.git 19:28 Krock $ git remote get-url origin 19:28 Krock https://repo.or.cz/MineClone/MineClone2.git/ 19:29 Krock ah. 19:29 Krock got the new version now, thanks. 19:30 Krock why does the repo.or.cz not redirect to the other? that was the URL I originally used in 2017 to clone it 19:31 Krock really confused right now 19:32 Wuzzy Because I just completely forgot about this repo ? 19:33 Krock might be wise to also get rid of other similar repos 19:38 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix broken config check in 659245a 13ba3587e https://git.io/Jvh5X (152020-04-11T19:29:57Z) 19:44 Talkless Wuzzy: any ideas how to make sheep alive? 19:44 Talkless now it was enclosed fully within wooden fence 19:45 Wuzzy again, which game/mod? 19:45 Talkless [22:26] Lord of of the test 19:45 Wuzzy oh 19:45 Wuzzy The correct answer then is "I have no freaking clue whatsoever." ? 19:46 Talkless ok :) 19:46 Krock est31: hello. Does the Android build currently work? F-Droid needs an update :) 19:47 * DS-minetest thought a bit about the "make sheep alive". make a mod that allows to build a sheep statue with sheep flesh and wool, then place a technic cable next to it and wait until it gets enough power to be alive 19:53 Wuzzy Talkless: the Minetest Wiki doesnt contain much information about speicic games other than Minetest Game. The Minetest Wiki is mostly about Minetest itself, as the name suggests 19:54 Talkless Yea right. And minetest default does not have sheep? 19:54 Talkless tamable sheep 19:54 Talkless ? 19:54 Talkless what is the core principle in the default game? 19:54 sfan5 sandbox with some incomplete surival elements 19:54 sfan5 survival* 20:06 calcul0n_ mobs_redo has tamable animals that you can keep alive with a protection rune 20:06 Wuzzy Minetest Game has no mobs built in 20:06 Wuzzy Minetest Game is pretty minimalist by design 20:10 Talkless calcul0n_: oh, protecion rune :/ 20:10 DS-minetest I wouldn't call the mapgen stuff of mtg minimalist 20:12 calcul0n_ Talkless, note i don't think such thing exist in lord of the test 20:41 MinetestBot 02[git] 04Df458 -> 03minetest/minetest: Formspecs: Add state-selection to style elements (#9378) 13f780bae https://git.io/JvhdS (152020-04-11T20:39:30Z) 20:54 est31 Krock: isn't that nerzhul's job? 21:01 Extex How do you change the leave/join/time_out message? 21:02 Krock est31: >est31 (@ chat.freenode.net) for f-droid. As f-droid signs its apps itself, the release can be done without him. 21:02 Krock https://dev.minetest.net/Releasing_Minetest 21:02 appguru without whom? 21:02 Krock never mind. will ask nerzhul :D 21:02 appguru yeah, nerzhul has been quite active these days 21:10 MinetestBot 02[git] 04appgurueu -> 03minetest/minetest: Improve waypoints and add image variant (#9480) 13af2e6a6 https://git.io/JvhFX (152020-04-11T21:09:46Z) 21:13 lmat What is a minetest waypoint? 21:14 appguru Things floating in the air showing you interesting locations on your HUD 21:15 DS-minetest !api lmat 21:15 MinetestBot lmat, someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt 21:16 lmat wait, appguru ! You're the one who made the commit!? Would you sign this for me!? 21:16 appguru :P 21:17 appguru I wrote the PR, that's all - also, I only improved waypoints, I didn't invent them 21:17 appguru That PR basically adds alignment, offset & precision to waypoints, and adds image waypoints 21:17 rubenwardy well actually, appguru is the US version. appgurueu is for those subject to GDPR 21:17 appguru lol 21:18 appguru I use appgurueu on GitHub because appguru was already taken 21:18 appguru But I managed to get appguru here, and I prefer to take that 21:18 lmat appguru: \o/ 21:18 appguru Apart from that I'm also known as LMD 21:18 appguru Or appgurulars 21:18 appguru Confusing times 21:18 lmat appguru: Next I was going to ask if you committed this directly to master :-o 21:18 appguru No, actually not 21:18 appguru I'm just a mere contributor 21:18 lmat appguru: What PR? 21:18 appguru That PR 21:18 lmat 9480 I guess 21:19 appguru Yes 21:19 rubenwardy #9480 21:19 appguru Was a rather small one, also 21:19 ShadowBot https://github.com/minetest/minetest/issues/9480 -- Improve waypoints and add image variant by appgurueu 21:19 lmat appguru: nice. 21:19 appguru Thanks 21:20 appguru I'll now try to improve the mainmenu 21:20 appguru #9505 21:20 ShadowBot https://github.com/minetest/minetest/issues/9505 -- Mainmenu Improvements: "Join Game" tab + code cleanup by appgurueu 21:20 appguru rubenwardy: I had a dirty idea regarding that 21:20 appguru I could force all formspecs to be the same size, but have them be without background 21:21 appguru And then emulate the background using a box element 21:21 lmat appguru: Congrats on the PR! 21:21 DS-minetest that's actually already the case 21:21 appguru Thanks again, but really, there's lots of other contributors with far more meaningful PRs 21:21 DS-minetest the root element is a huge statictext 21:22 appguru Hmm 21:22 appguru Anyways 21:22 appguru That would mean that the content would not be perfectly centered anymore 21:22 appguru But the tabs wouldn't move 21:22 appguru And all content would be nicely right-aligned 21:22 appguru * left-aligned 21:28 Extex How do you change the leave/join/time_out message? 21:31 rubenwardy Extex: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5301 21:32 Extex Ty 22:21 misspapaya is there a way to send server commands from a source other than in game? 22:22 misspapaya nevermind I got it 22:33 dennisjenkins misspapaya: I am curious about this also. What did you find? 23:06 ssieb I was running a minetest server on my laptop and it turned out it to be more popular with my kids than expected, so I would like to move it to my server instead. 23:07 ssieb It's been a few years since I ran a standalone minetest server and I seem to be missing some details. Things have probably also changed with 5.x. 23:07 rubenwardy hey again 23:08 ssieb What is the process to move it over? I've copied the world directory to /var/lib/minetest, created the /etc/minetest/world.conf file. But where do I put the mods? 23:08 rubenwardy it's as simple as copying the world directory and mods to the server 23:08 rubenwardy /var/lib/ doesn't look like the right directory - is that the system one? 23:08 ssieb yes 23:08 rubenwardy *is that choosen by your pkg mgr or you? 23:08 ssieb I'm trying to run it as a system service. (I use Fedora) 23:08 rubenwardy hmm 23:10 rubenwardy I'd put it in /var/lib/ 23:10 rubenwardy you can put the working dir there, and have a mods folder and a worlds folder 23:10 ssieb I'm not sure what needs to be in the minetest.conf file either since most settings seem to go with the world. 23:10 rubenwardy server_announce, enable_ipv6, default_privs, etc 23:11 ssieb /usr/share/minetest seems to be the global data storage 23:11 rubenwardy yeah, you shouldn't install mods there 23:11 rubenwardy unless you get them from rpm 23:11 rubenwardy I think fedora is rpm? 23:14 ssieb oops, I think I found the problem 23:15 ssieb the minetest-server package doesn't require the minetest package, probably to avoid automatically dragging in a ton of graphical dependencies 23:15 ssieb so I'm looking at really old data from before in /usr/share/minetest 23:16 sfan5 uh 23:16 sfan5 it should depend on minetest-common (or whatever) though so that the correct stuff gets installed 23:17 sfan5 rubenwardy: btw since you mentioned enable_ipv6, it's enabled by default but doesn't make the server listen on ipv6 23:17 sfan5 which can also be surprising when you connect to localhost (::1) and minetest is only listening on 127.0.0.1 23:18 ssieb There probably should be a minetest-common, but there isn't. 23:18 rubenwardy I've noticed recently that I can't connect to localhost on my computer from MT 23:19 ssieb rubenwardy: it can't go right in /var/lib. The minetest server runs as user 'minetest', so wouldn't have permissions. And selinux might get annoyed as well. 23:19 rubenwardy I meant as a subfolder 23:19 rubenwardy /var/lib/minetest/worlds 23:19 ssieb oh, like that. 23:20 ssieb The systemd service is setup so the world folder is directly under /var/lib/minetest 23:20 rubenwardy then change it? 23:21 ssieb What would be the benefit of that? I would also probably have to change how it was compiled. I'll see if I can get it working now that I found out I'm missing all the game data. 23:21 rubenwardy services are text files 23:21 rubenwardy does fedora apply patches to minetest? 23:22 ssieb I haven't looked for a while. I'll check. 23:22 rubenwardy I self-compile Minetest, and run it at /home/minetest/.minetest because my / is limited to 20GB, but my /home is 980GB 23:22 rubenwardy so I've avoided it that way 23:23 rubenwardy I'm planning to do light containerisation of minetest in the future, by giving each server its own root folder 23:27 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix delayed error message in start game tab 133833396 https://git.io/Jvhxp (152020-04-11T23:12:18Z) 23:30 ssieb rubenwardy: no patches, just extra files like the desktop and logrotate configs 23:31 sfan5 https://apps.fedoraproject.org/packages/minetest# 23:31 sfan5 >Generates a overview image of a minetest map 23:31 sfan5 lol 23:31 sfan5 can't actually find a minetest-server package there 23:33 ssieb Not sure what's happening there. There is a minetestmapper package with that description, but that's not it. 23:33 sfan5 "Error loading the data for this page element" yeah okay 23:34 ssieb https://koji.fedoraproject.org/koji/search?match=glob&type=package&terms=minetest* 23:34 ssieb that * needs to be in the url 23:35 sfan5 oh apparently it produces an minetest-server rpm but that doesn't in the name 23:36 sfan5 and apparently they package minetestserver without builtin? https://koji.fedoraproject.org/koji/rpminfo?rpmID=21024648 23:36 sfan5 (unless minetest-server depends on minetest, which makes no sense) 23:36 sfan5 fedora packages look hopelessly broken 23:36 sfan5 you should compile from source or use stuff like docker if you prefer that 23:36 ssieb The minetest src package generates both the minetest and minetest-server packages 23:37 ssieb The minetest package requires the minetest-server package, but there really should be a minetest-common as well. 23:37 ssieb It works fine at least for the client, but I forgot about how the files were split, so I was missing them on the server. 23:38 ssieb I'll try contacting the maintainer and ask about that. 23:39 sfan5 a minetest-common package should contain at least builtin, games and doc 23:39 sfan5 arch went a bit overboard and also packages some client-only stuff https://www.archlinux.org/packages/community/x86_64/minetest-common/ 23:39 sfan5 (but that doesn't really hurt, the largest burden comes from pulling in all those graphical libs) 23:48 DS-minetest weeeeeeeeee, forums are super fast at the moment 23:49 sfan5 not so loud! you'll break them 23:49 DS-minetest oops, sry 23:52 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Play 'player_jump' when player jumps (#9373) 13a24d3b3 https://git.io/JvhpX (152020-04-11T23:50:40Z) 23:54 MinetestBot 02[git] 04testman42 -> 03minetest/minetest: Update README copyright to current year (#9566) 13b55dd5d https://git.io/JvhpS (152020-04-11T23:53:23Z)