Time Nick Message 00:20 guzzi Peppy, I am sure with all the people off for quarantine the server is overloaded. 00:21 guzzi ForestRanger ^ 00:40 FrostRanger guzzi: that would figure, although I am glad that more people are finding this wonderful game :) 00:40 FrostRanger btw, does anyone know how to get a texture pack working server-side 00:41 FrostRanger I want to use sharpnet on my server 01:42 guzzi FrostRanger, yeah my daughter likes it a lot better because I can turn the zombies off and they aren't as scary. 01:43 guzzi we setup a server at home here and she loves building little buildings for me. 01:44 guzzi Today she built an ice rink 01:52 FrostRanger guzzi: that sounds awesome :) 01:52 FrostRanger there really should be an ice skating mod (although I think ice is slipery now) 02:13 guzzi i am using smart inventory and 3d_armor. I don't see a way to put on the armor. 02:13 guzzi I am using this version: https://github.com/mt-mods/3d_armor.git 02:15 guzzi oh i need armor.conf 02:16 guzzi meh that says deprecated 02:17 guzzi ah i see. customize yourself 02:25 FrostRanger guzzi: armor.conf should still work 04:36 ShadowNinja Minetest is kinda playable with llvmpipe software rendering (~30FPS as long as you don't use shaders... LIBGL_ALWAYS_SOFTWARE=1). The builtin software/burningsvideo renderers also work but are very buggy. Unfortunately it doesn't seem to make much use of modern video cards: I can't get it to use more than 40% of my GPU even when I load the game down to until it drops to ~40FPS. 05:20 oil_boi ShadowNinja, yes, I don't see over 30% of my GPU usage 05:22 oil_boi The fps setting for in game and paused is 55555 in my settings, which gets me around 120-500 FPS, at a 140 view range, but the GPU usage in the windows task manager shows 52% even at that ridiculous setting 05:23 oil_boi With this setup Minetest should be running in the 2000-3000FPS range with those settings 05:24 oil_boi With mipmapping enabled it likes to hover around 250-450 on average 08:59 _Zaizen_ Hi everyone. I would like to know if there is a way to modify the way a player get damaged so that if he has an object in his inventory he is immortal and if he doesn't have it he get damaged in the normal way. 09:01 _Zaizen_ At the moment I do some checks on the inventory of the players to see if they have it and it act in different ways based on that. The problem is that adding a lot of ifs in the code make it hard to understand to everyone and it's harder to add features later. 09:04 sfan5 use minetest.register_on_player_hpchange and cancel all damamge that should not happen? 09:05 sfan5 alternative you can set the armor group immortal=1 on the player 09:42 _Zaizen_ Ok thank you. I need the player to be already immune because the weapon i have deal an infinite amount of damage and it would kill the player instantly 09:46 Daisae Does it need to be 'infinite damage' rather than extremely high damage? _Zaizen_ 09:47 _Zaizen_ Actually it's an extremely high damage. 10:23 oil_boi How does one get all loaded mods? 10:25 NetherEran minetest.get_modnames() 10:26 oil_boi Thanks 10:47 Daisae Someone know an example of a level 2 snappy thing (to be mined/harvested)? 10:49 sfan5 ./mods/default/nodes.lua: groups = {snappy = 2, dig_immediate = 3, flammable = 2, 10:49 sfan5 hm this doesn't really make ense 10:49 sfan5 sense* 10:49 NetherEran wool, saplings 10:49 NetherEran if they're not overridden somewhere 11:00 Daisae What do you mean by saplings? If I put a sapling in the ground, I pick it up immediately. 11:00 NetherEran in the code they have snappy = 2, but also dig_immediate = 3 11:00 Daisae Wool I can mine by hand and hand only does 3 11:01 Daisae I don't see a point of snappy=2 combined with dig_immediate. 11:02 Daisae -- when immediate can be by a level 3 tool (hand). 11:02 Daisae If it were immediate but only by a level 2 tool, that could make sense. 11:02 sfan5 yeah I don't see why that was done either 11:04 NetherEran diamond and mese swords do break it faster that way 11:06 Daisae A diamond sword would not be immediate with saplings snappy=3 and dig_immediate? 11:10 NetherEran it is, I think that's because dig_immediate is a special group 11:10 NetherEran the doc says that a player can always pick it up and without reducing tool wear 11:22 Daisae But I can pick it up immediately and without tool wear using a wooden sword. 11:23 NetherEran yes, but having the other groups might still be useful for mods that have to decide which nodes a mob or a machine can break 13:28 adfeno Hi there, in the mod profiler reports, does "instrumentation" == "*" means: (a) "the entire mod"; (b) 'the rest of the mod, discarding the other named instrumentations of same "modname" ' ? 14:45 MinetestBot 02[git] 04HybridDog -> 03minetest/minetest: minetest.serialize: Reversible number serialization (#9722) 135355cb1 https://git.io/JfkdL (152020-04-22T14:43:48Z) 14:49 oil_boi How does one even get the data from get_bone_position? It's returning two tables 14:54 sfan5 what's the issue with that? 16:25 adfeno Hi there, in the mod profiler reports, what does "instrumentation" == "*" mean? (a) "the entire mod"; (b) 'the rest of the mod, discarding the other named instrumentations of same "modname" ' ? 18:03 MinetestBot 02[git] 04MoNTE48 -> 03minetest/minetest: Android: add OpenGL ES 2 support (#9715) 136ba44d7 https://git.io/JfkpK (152020-04-22T18:03:46Z) 18:04 Krock Does not resolve #5929, though. 18:04 ShadowBot https://github.com/minetest/minetest/issues/5929 -- Undersampling doesn't work on OpenGL 1.X or Android 4.X 18:51 whtemple1959 hello, I just upgraded to version 5.2 and I seem to have lost the the technical information which was in the upper left corner of the screen. How do I get it back? 18:52 rubenwardy you can press F5 18:55 whtemple1959 thank you. the description on the control wiki page led me to believe f5 gave different information. 18:56 whtemple1959 is there any world edit experts in the room? 18:59 whtemple1959 I am attempting to build a farm. I have a "plot" with soil and water ready for planting. I would like to save the area and then load it into another sectio around my home but when I do it orients in the same directio as the original. how do I get it to rotate 90 degrees? 19:15 sfan5 rotate it after placing it 19:16 sfan5 if the space doesn't fit load it somewhere into the air (or whereever free space is) and save again 19:19 whtemple1959 thank you sfan5 but I would rather not have to rebuild my living room again, so I would like to rotate it before I place it in the world. but placing it in the air first and then rotating it is a viable option but then how do I lower it down to the ground? 19:19 sfan5 well you can either //move it or just save the rotated area and load it normall where you want to place it in the end 19:20 sfan5 normally* 19:22 whtemple1959 sfan5, stupid me I had forgotten about the move function. I am off to practice those maneuvers. thank you so much for the advice. Two brains are better than one and yours is much better than mine. thanks again to you and rubenwardy. 19:49 adfeno Hi there, in the mod profiler reports, what does "instrumentation" == "*" mean? (a) "the entire mod"; (b) 'the rest of the mod, discarding the other named instrumentations of same "modname" ' ? 20:53 _Zaizen_ can "\n" and "\t" have the same percentage of space in pixel in any HUD? Because apparently right now they change from screen to screen so that a HUD looks fine in some resolution but off in another 21:01 sfan5 that's obviously dependent on font size 21:05 _Zaizen_ Yeah, but how can I adapt it with the screen size. Does the size of the font remain the same in every screen size? 21:07 sfan5 by default, the font size is scaled by screen dpi 21:07 sfan5 the user can also change the font manually but you can't really account for that 21:09 _Zaizen_ Oh, thanks. I guess I will have to find another way to fix this. 21:29 whtemple1959 sfan5 I simply want to thank you again. It was wonderful following your advice. I now have my farm up and running. now if I could only modify the technic injectors I would be in heaven for a few days. again thank you... you do rock 21:43 adfeno Hi there, in the mod profiler reports, how to interpret rows with "instrumentation" == "*" ? (a) as "the entire mod", or; (b) as "the rest of the mod" (discarding the other named instrumentations of same "modname") ? 21:50 sfan5 adfeno: I think nobody knows at this point 21:50 sfan5 but maybe if you pastebin the profiler output I can make a guess 21:50 adfeno OK 21:50 adfeno Just a moment 21:52 adfeno sfan5: https://suchat.org:5443/upload/3586bb7814549ab098d533e66221566f3bb51cab/CqkBxU8pQfTnP2RoNdh6lJYTEHZZwl9SrjVdfq42/AtCraft_Minetest_profiles.tar.gz 21:52 sfan5 oh it's csv I believe I actually saw that in th ecode 21:53 sfan5 https://github.com/minetest/minetest/blob/master/builtin/profiler/reporter.lua#L168 21:53 sfan5 I would assume "mod_stats" contains the sums 21:54 sfan5 wait no that doesn't add up 22:01 sfan5 adfeno: it's the sum of all times for the mod 23:19 adfeno sfan5: re: profiler csv: so it corresponds to all the instruments described in the same modname, or does it include something else not listed there? 23:19 sfan5 all listed 23:20 adfeno Ah I see, thanks :D 23:59 hisforever Hi whats the /set time_speed for a day is it 72?