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IRC log for #minetest, 2020-04-16

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All times shown according to UTC.

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00:16 * oil_boi tries to figure out how to compile without -ffast-math
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06:25 MinetestBot [git] nerzhul -> minetest/minetest: Optimize get_objects_inside_radius calls (#9671) e8ac5a3 https://git.io/JffUu (2020-04-16T06:25:48Z)
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06:53 Extex !help
06:53 MinetestBot https://github.com/sfan5/minetestbot-modules/blob/master/COMMANDS.md
06:54 Extex !server addr:extex.minecity.online
06:54 MinetestBot Extex: No results
06:54 Extex Oof
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07:37 Andrey01 Hello, I`ve lost sight of my built city on a map as to my surprising I was spawned after a start quite in other spot. I know which blocks the city consists of. Are there any ways quickly to look for it?
07:43 Noclip On default logging settings the server seems to write every change you're doing to the world into the debug.txt file. Here is an example:
07:43 Noclip "ACTION[Server]: singleplayer places node default:meselamp at (1644,-2033,5141)"
07:43 Noclip As you can see it also contains the coordinates of the node you changed. This way you should be able to quickly get the coordinates of your built city.
07:53 Andrey01 Noclip: thanks, I`ll try!
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08:12 Noclip In case you can't find those logs anymore (maybe they have been deleted already) I have another idea for you: Make a COPY of your world, create a new world with the singlenode mapgen, move the new world's map_meta.txt file into the folder of the copied world (overwriting the existing map_meta.txt file) and then delete the new world you've just created. Now join the copied world and grant yourself the fly and fast priviliges
08:12 Noclip Now you can fly around and search your city. As all newly generated chunks will consist completely of air it should be easy for you to see where you've already been and where not. After you've found your city write down the coordinates, delete the copied world, join your original world again and walk to those coordinates.
08:12 Noclip WARNING: Don't do any of those changes to your original world as it would get completely destroyed otherwise!!!
08:17 Noclip I think I will try that myself just for fun ?.
08:25 ANAND Neat idea
08:26 MinetestBot [git] sfan5 -> minetest/minetest: Swap out -ffast-math for a safe subset of optimization flags (#9682) 5cbe843 https://git.io/JffLu (2020-04-16T08:23:48Z)
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08:41 Noclip ANAND: Ohh shit the water starts filling the empty space at the edges of the ocean!
08:44 Noclip A new ocean is beeing created! ?
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09:33 ANAND haha
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09:59 Andrey01 Noclip: fortunately, I have debug.txt available
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10:07 Andrey01 And how I`ve understood from your suggested idea, does map_meta.txt save only mapgen itself with no saving any changes?
10:13 Noclip Andrey01: Yes, map_meta.txt only saves the mapgen configuration of your world. It's created directly at the beginning together with world.mt (even before you join the world the first time) and then normally should never change again.
10:15 Noclip So by overwriting the map_meta.txt with the singlenode one you're basically overwriting the mapgen configuration of your world so that new chunks will then be generated with the new mapgen configuration (singlenode).
10:18 Andrey01 What does world.mt save also?
10:21 Noclip The answer just stands inside the file:
10:21 * Noclip sent a long message:  < https://matrix.org/_matrix/media/r0/download/matrix.org/TEHuIyXBxHHDUBJhJDBpUHxd >
10:22 Andrey01 Ah, config options
10:25 Noclip In defference to map_meta.txt changing world.mt after playing in the world isn't very uncommon. If you switch for example creative mode on or off it will get written to the file. Same for changing mods later.
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10:38 Andrey01 Noclip: and still a question about other file, map.sqlite, is it different from the rest map files in what it saves still map changes besides the mapgen config itself or only map changes?
10:39 Noclip map.sqlite contains the map itself.
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10:40 Noclip Every generated and placed node of the entire map is saved in map.sqlite. This makes map.sqlite the most important but also the biggest file of your world.
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10:49 Andrey01 Well, ok, thanks for detailed info
10:53 * cheapie grumbles a bit about WE's //highlight and //restore being so insanely slow
10:54 cheapie As in "several minutes to process only about 100k nodes" slow.
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11:45 Daisae Running 5.2.0, I tried mgv6_spflags = flat and mgflat_spflags=hills , as documented in the wiki, with those MGs to get slightly hilldy terrain. The settings had no visible effect.
11:54 sfan5 what is mg_name set as in your map_meta.txt?
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12:26 Daisae sfan5: in map_meta.txt mgflat_spflags = nolakes, nohills ; mg_name = flat
12:26 Daisae even though Minetest ran with mgflat_spflags=hills
12:27 Daisae I will try again with a minetest.conf which only has that setting.
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12:33 Daisae When I do that, there is no mgflat_spflags in meta.txt and no hills in the world.
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13:08 sfan5 Daisae: no idea about the minetest.conf setting but mgflat_spflags=hills in map_meta.txt definitely works
13:20 Daisae Editing map_meta.txt and setting it there does work for me also. Thanks for clearing that up.
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16:33 MinetestBot [git] SmallJoker -> minetest/minetest: Camera: Fix shooting line offsets (#9681) 45999b7 https://git.io/Jff2R (2020-04-16T16:32:07Z)
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16:45 argyle I'm having trouble with mobs.  There are way to many of them.  I've tried adjusting the Mob chance multiplier, but it doesn't seem to have any effect.
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16:50 Krock I bet they won't disappear automatically if they're over the configured limit
16:55 orbea Krock: maybe this:
16:55 orbea #    If true Mobs will be removed once a map chunk is out of view
16:55 orbea remove_far_mobs (Remove far Mobs) bool tru
16:55 Krock I have absolutely no clue what mobs mod they use, but yes, maybe.
16:57 freelikegnu the chance setting is inverse with mobs_redo so higher value = less chance
16:59 argyle Thank freelikegnu.  That appears to have been my issue.
17:00 freelikegnu it's not intuitive, it was confusing to me too
17:01 freelikegnu even though its a practical setting
17:03 argyle I couldn't even really tell by looking at the code.
17:05 freelikegnu think of it like: math.random(1, in_chance_value)
17:06 Daisae VanessaE: Is there a simple way to see which repository each of the mods in DreamBuilder came from?
17:06 freelikegnu even though its between  math.random(lower_bound upper_bound)
17:08 argyle I'm having another issue as well.  I can't seem to turn off damage.  The enable_damage setting only seems to effect whether the number of hearts you have is hidden or not.  I'm still dying either way.
17:09 freelikegnu you can set it out of game in the game loader screen iirc
17:09 sfan5 argyle: do you happen to use 3d_armor?
17:09 argyle yes sfan5
17:09 sfan5 that's a bug in 3d_armor, you need to apply this patch https://github.com/stujones11/minetest-3d_armor/pull/170
17:10 argyle okay thank.  I'll give it a try.
17:10 sfan5 or just switch to https://github.com/mt-mods/3d_armor which is apparently maintained
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17:18 argyle That did the trick!  Thank you!
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17:21 MinetestBot [git] MoNTE48 -> minetest/minetest: Android: fix formspec input for AArch64 devices (#9685) 57038b3 https://git.io/JffwI (2020-04-16T17:19:47Z)
17:23 MinetestBot [git] nerzhul -> minetest/minetest: Drop -Wabi useless flag (#9676) 093e79e https://git.io/JffwG (2020-04-16T17:21:47Z)
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18:12 misspapaya Is there a way I can check my lava generation settings? We can't find lava anywhere and we went down to -1500 to verify
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18:17 freelikegnu misspapaya: what map generator are you using?
18:18 misspapaya freelikegnu: v7
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18:21 freelikegnu hmm that mapgen has laval by default... are you able to check with fly and noclip priveledges?
18:21 misspapaya I just realized everythign mapgen related is commented out
18:21 freelikegnu o:
18:21 misspapaya at least in minetest.conf
18:24 misspapaya okay yeah if I noclip and look around there's no lava
18:26 freelikegnu I wonder if lava is disabled if mg_flags = nocaves
18:30 misspapaya okay I found some
18:30 misspapaya it's just way far away from spawn
18:45 MinetestBot [git] nerzhul -> minetest/minetest: Add an option to disable unittest build, & disable them on Docker bui… 7539267 https://git.io/JffoH (2020-04-16T18:43:49Z)
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20:09 kaeza hi
20:10 sfan5 hello
20:11 kaeza been a while since I last visited. how's things?
20:11 rubenwardy oh hi kaeza
20:11 kaeza hello rubenwardy
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20:23 xachman Hey guys where do I find cotton?
20:24 kaeza last I played, it was near jungles IIRC
20:25 xachman Thanks! Ill look there.
20:25 kaeza np :)
20:25 xachman Also like can you change the spawn location?
20:25 kuba_orlik Hi there! I've just installed mobs_animal, but I've been looking around for hours and didn't find any :< I've confirmed with /mods that the mod is enabled. What am I doing wrong?
20:26 xachman Oh man yea I installed mobs_monsters with mobs_animals and im pretty sure I saw one sheep then none ever
20:27 kaeza xachman, search for "spawn" in minetest.conf.
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20:28 kaeza isn't that in a FAQ somewhere?
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21:03 Daisae https://wiki.minetest.net/Cotton
21:04 Daisae xachman: you find cotton seed.
21:04 Daisae and you do not find cotton seed by finding cotton.  That is tricky.
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21:38 Daisae Was night made brighter? It seems that way.
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22:30 hisforever Hi I'm having trouble with digtron, hear is a screen shot https://imgur.com/a/alf8M5e
22:52 xachman Thanks @Daisae
22:53 xachman I was wondering if you could change the spawn point in game or something
22:53 xachman I suppose its fine I can find my way back to where I was when I died
22:55 Daisae xachman: You can change the spawn point by sleeping in a bed. I don't know whether you need to leave the bed there. I think not.
22:55 Daisae Whether that changes the spawn point is a setting in minetest.conf. Default is that it changes, IIRC.
22:56 xachman ok thats what I was thinking but I have not made my bed yet so I did not know
22:56 Daisae There are other ways to change the spawn point, but the bed makes for the best game play, i think.
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