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lmat |
Does lava always show up around -350? |
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02:16 |
Boingo |
Hello everyone. Getting back into Minetest after a few years off. Got my server up in Docker and installing mods (to test and see which ones I like). I hit a 32000 node limit and I was wondering if there is a way to see how many nodes each mod is using, so I can remove the mods that aren't really important (but possibly taking up a lot of nodes). |
02:18 |
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02:23 |
Corey[m] |
someone actually hit the node limit, and here I was worried about using 1000 nodes |
02:24 |
Boingo |
Just testing out all sorts of mods to decide which ones to keep. |
02:24 |
Corey[m] |
Boingo: I don't know of anyway to see what's using all the nodes outside of writing a mod that does it |
02:24 |
Corey[m] |
But you could do the reverse, add mods one by one until it reaches max |
02:24 |
Boingo |
Corey[m]: Is there a way to count? Like number of folders/etc. |
02:25 |
Boingo |
Corey[m]: That still doesn't tell me which mod is using how many nodes. The first one I installed could have used 2, or, 28,000. |
02:25 |
Corey[m] |
Not really, a mod could register all it's nodes from a single file (minetest_game comes to mind with it's default/nodes) |
02:26 |
Corey[m] |
I've never hit the limit, but does it crash once it hits the limit, or does it just throw a warning? |
02:26 |
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02:26 |
Boingo |
Hmm.... |
02:26 |
Boingo |
It just won't start. |
02:26 |
Corey[m] |
if it doesn't crash I can whip up a script that dumps all the registered nodes to a text file for you |
02:26 |
Boingo |
Throws an error and won't start. |
02:26 |
Boingo |
Corey[m]: Interesting, that might work...? |
02:27 |
Corey[m] |
well it would be a copy of the same code I use in my mod to generate it's documentation |
02:27 |
Boingo |
Corey[m]: Still sounds very useful. |
02:27 |
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02:27 |
Corey[m] |
alright, lemme see if I can find it |
02:27 |
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02:27 |
Boingo |
I feel like I installed a bunch of mods, but not so many that I should have hit that limit yet. |
02:28 |
Boingo |
Unless I am way off base. |
02:28 |
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02:28 |
Boingo |
So I am wondering if one mod went crazy or something. |
02:29 |
swift110 |
hey all |
02:30 |
Corey[m] |
I found the code, I just need to adjust it for your use now |
02:30 |
Boingo |
Corey[m]: Super cool. I appreciate it. |
02:32 |
Corey[m] |
You're gonna have to save some files https://gist.github.com/IceDragon200/f5c4e364ea507d30360bbb8e5380c817 |
02:33 |
Corey[m] |
you can create a directory under your mods called node_dump and save the init.lua and mod.conf in it |
02:33 |
Corey[m] |
then you're gonna have to try removing mods until it does load so the dump can happen |
02:33 |
Corey[m] |
the file will be in the world's directory as exported_nodes.txt |
02:35 |
Boingo |
Trying it now, 1 minutes. |
02:38 |
Boingo |
Looking at the text file now. |
02:38 |
Corey[m] |
that took awhile... |
02:39 |
Boingo |
Hmm.... 32391 lines in the file. lol |
02:39 |
Corey[m] |
yikes |
02:39 |
Boingo |
A 1.8mb txt file.... lol |
02:39 |
Corey[m] |
hopefully you find the offending mod in that ... dump |
02:40 |
Boingo |
I might change the output a bit, to a csv, then I can open/sort it. |
02:40 |
Corey[m] |
you could probably just rename it to .csv and open it in some spreadsheet app |
02:41 |
Boingo |
Yeah, but the numbers aren't in a separate "field" |
02:41 |
Corey[m] |
could you give me a sample of one of the lines, I hope I didn't botch the output |
02:43 |
Boingo |
advtrains:signal_on_30 |
02:43 |
Boingo |
I am not seeing counts... I don't think at least. |
02:50 |
Boingo |
Oh, I see, each node is listed once. |
03:02 |
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03:03 |
swift110 |
hmm |
03:05 |
Corey[m] |
swift110: Sorry for the late greeting, hello :) |
03:07 |
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03:54 |
Boingo |
Corey[m]: Well, the winner, at 20718 is "streets" |
03:55 |
FrostRanger[m] |
oof |
03:55 |
Boingo |
And all the other mods are 11k total (with 4k of that for moreblocks, 1k for technic and 1k for default) |
03:55 |
Boingo |
Yeah, 20k seems like a LOT. |
03:56 |
Boingo |
I thought there must be one mod doing most of it. |
03:58 |
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04:03 |
Boingo |
Bummer. streets looked cool for a city I wanted to build. Wonder why it has so many nodes. Maybe it can be fixed, but another day. |
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04:43 |
FrostRanger[m] |
Boingo: you could look through it and remove the nodes you don't need |
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05:50 |
swift110 |
its cool Corey[m] how r u |
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05:52 |
Corey[m] |
Doing good, gonna crawl into a corner and sleep now though |
05:54 |
swift110 |
oh ok cool |
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08:35 |
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08:53 |
Markow |
Hi |
08:53 |
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08:54 |
Markow |
I'm asking for a friend using Minetest on a tablet, how do you run fast (E or special key on pc keyboard) using a tablet? Thanks. |
09:03 |
majochup |
Markow, I am pretty sure you can do that through the three dots on the side. Let me go check, just a moment! |
09:04 |
Markow |
majochup: Thank you! |
09:04 |
Markow |
I'm asking because this kid claims he can't do it on the tablet, but I'm sure there is a way |
09:04 |
majochup |
Markow, on the newer versions it's a cogwheel. You click on the running stickman (one with a trail behind him) |
09:05 |
Markow |
Newer version of Minetest, or tablet? |
09:05 |
majochup |
On mobile. But the versions for tablet and mobile should be the same. |
09:06 |
Markow |
Ok, thank you majochup ! |
09:06 |
Markow |
I'll tell him! |
09:06 |
majochup |
Always happy to help! |
09:09 |
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09:10 |
duckie |
hi |
09:10 |
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09:40 |
Markow |
majochup: I asked this kid, Harshita, "Do you have the cogwheel?" He's asking me, "Where is it?" lol |
09:40 |
Markow |
This kid is unbelievable |
09:41 |
Emerald2 |
Does he know what a cogwheel is? |
09:43 |
Markow |
He says he's using a Lenova tablet and can't see a cogwheel. He's using Android on it. |
09:43 |
Markow |
I just asked if he knows what a cogwheel is, hold on... |
09:44 |
Markow |
No, he doesn't know what it is |
09:45 |
Emerald2 |
Tell him a gear. It's the settings icon I assume? |
09:45 |
majochup |
Markow, the cogwheel is a wheel with some sort of spikes. Best way I can describe it, it's to the right of the screen. |
09:45 |
Emerald2 |
'Wheel with spikes' is a good description. |
09:46 |
Markow |
ok |
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09:52 |
Markow |
This kid is hopeless |
09:52 |
Markow |
Unbelievable |
10:00 |
Emerald2 |
Does he even have the official app? |
10:02 |
duckie |
hello! |
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11:09 |
Markow |
Emerald2: He has a Lenovo Tab. He left the server already. Weird kid. |
11:09 |
Markow |
Well, thanks for the help. Tim to go! |
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13:02 |
_Zaizen_ |
Hi everyone, can collision boxes be rotated? |
13:07 |
rubenwardy |
Unfortunately not! |
13:08 |
rubenwardy |
Minetest used axis aligned bounding box collision |
13:08 |
majochup |
Aw, tat's such a shame |
13:08 |
majochup |
that's* |
13:10 |
_Zaizen_ |
rubenwardy thanks for the info. That's unfortunate but I guess i can resolve my problems by using a cube as the collisionbox until that feature is not present. |
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14:36 |
Boingo |
FrostRanger[m]: I will have to look into that. It is really 14 sub mods in a pack, so maybe I can figure out which one is the big one there. |
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14:45 |
Boingo |
Admittedly, I am new to minetest modding. Can someone let me know if I am way off base? I searched all of "streets" for register_node, but only got 113 hits, not 20,000+. What am I missing, what should I really be looking for? |
14:50 |
Boingo |
Hmm... some seem to be in loops, so maybe? I guess the real question is, should there be a 1:1 invocation of register_node for each node? |
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14:52 |
balirt |
from quickly looking at streets/api_register_all.lua, it seems to iteratively run the register_node command over lists. No idea if 20k nodes are "necessary", but it seems they went with that design decision |
14:52 |
balirt |
maybe they register all color variants as their own nodes |
14:58 |
balirt |
keep in mind this mod was made years ago, possible before a lot of the node param1 and param2 were introduced to avoid excessive node-registration |
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15:01 |
balirt |
also, this pops up a lot, creating possible duplicate registered nodes from other mods: "if minetest.get_modpath("moreblocks") or minetest.get_modpath("stairsplus") then |
15:01 |
balirt |
stairsplus:register_all("streets", "concrete", "streets:concrete", ..." |
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16:20 |
MinetestBot |
[git] rubenwardy -> minetest/minetest: Fix incorrect view URL for games f948e2c https://git.io/JJuvO (2020-07-28T16:02:32Z) |
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16:39 |
balirt |
is there any kind of callback I can trigger upon loading an "unknown" node (such as after mod deinstallation), without knowing the name of the node beforehand? |
16:40 |
balirt |
If i use LBMs, I need to know the name of the specific node beforehand |
16:42 |
balirt |
nevermind, I figured I can use node groups |
16:43 |
Boingo |
balirt: Interesting, I am a bit green still to try and fix that at this point. Maybe a bit more training first (new to minetest/lua, python programmer by trade). Your guess about colors seems valid though. See here: https://docs.google.com/spreadsheets/d/1moV8yPmYb2kPd3p4XsUKMFHlaCw-URe4OuElW8b9qoQ/edit?usp=sharing |
16:45 |
balirt |
yeah, if the mod was made from scratch today, it could probably get away with about 1/6th the registered nodes, by cleverly reusing texture parameters |
16:45 |
balirt |
but that's probably a lot of work to do for 20k nodes |
16:45 |
Boingo |
Sounds great. I don't think I am quite up to that task yet though. |
16:47 |
balirt |
also, given the details and amount of roadsigns, it seems to be specifically made for some sort of driver's training or accurate display of realworld maps,, and not for general use in a game |
16:47 |
balirt |
so if you want a nice collection of mods for a server, it's probably overkill |
16:48 |
Boingo |
It does seem... comprehensive. But it also seems like it might give you awesome cities. :) |
16:50 |
Boingo |
The forum still seems active for the mod. Maybe I can put the question in there. |
16:51 |
balirt |
they'd probably rather petition to raise the number of registered nodes, than redoing all the work :D |
16:51 |
Boingo |
lol Probably, but I suppose it couldn't hurt to ask. |
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MinetestBot |
[git] Df458 -> minetest/minetest: Sanitize world directory names on create. Keep original name separate… 3ce03d1 https://git.io/JJuko (2020-07-28T17:16:57Z) |
17:20 |
balirt |
for items, there is the method is_known(), returning true if the item is registered. Are there arguments for/against this method being available for nodes? |
17:27 |
Krock |
nodes are items, balirt |
17:27 |
Krock |
i.e. contained within minetest.registered_items |
17:27 |
balirt |
oh, I forgot that. that's a good argument then |
17:28 |
balirt |
I just read through the documentation and the question popped up |
17:29 |
balirt |
I mixed up items and craftitems |
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tf2ftw |
Hi |
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