Time Nick Message 03:58 specing Is there a construct in minetest lua that would be like assert, but instead of raising an exception it'd return from function? 03:59 specing I have a lot of code of the form if cond then print("bla"); return X; end 04:00 specing It'd also be nice if the print call could be replaced by some log function 06:09 SX specing possible with coroutines at least but not sure if it is that good idea really... 06:11 SX and pcall of course if you want to catch exceptions thrown by assertions but again gets bit complicated to make difference between assert and other faults 06:16 SX but yeah, can do something like return_if(1 < 2, "Omg 1 is still less than 2") 10:38 dgsomerton happy to report, all is working. I managed to isolate the server that was blocking me, sent the ticket in and a few minutes later it was unblocked.. Thanks for the help. 12:28 sfan5 that's great 13:53 Wuzzy What is the difference between /clearobjects quick and /clearobjects full? 13:54 Wuzzy (apart from speed, obviously) 13:54 Wuzzy Or to put it in a different way: What makes /clearobjects quick "quick"? 13:58 MTDiscord <09w​war> I guess (not sure) /clearobjects quick 1-Clears objects in a not very big place. Or, 2-Do not clear all kinds of objects. 14:21 celeron55 Wuzzy: full goes through every generated block, quick just deletes objects from whatever blocks are loaded 14:21 Wuzzy ok 14:22 Wuzzy hmmm i just found a description in lua_api.txt... 14:22 Wuzzy "Clear objects immediately in loaded mapblocks, clear objects in unloaded mapblocks only when the mapblocks are next activated." 14:22 Wuzzy I don't understand the 2nd part of that sentence. 14:22 Wuzzy "only when the mapblock are next activated"? What does "next activated" mean here? 14:25 celeron55 i have no idea what that means 14:26 celeron55 i don't think anything special happens in either mode 14:28 MTDiscord <11J​onathon> I know someone who did clearobjects full on a server, locked it up for a hour? At least the way it was explained to me is clearobjects just removes objects in loaded areas, while clearobjects full goes through the whole map and removes them 14:32 sfan5 Wuzzy: the engine stores a timestamp of when clearobjects was last run somewhere 14:33 sfan5 then when a new block is loaded and it's older than the clearobjects timestamp, all objects are removed 14:33 Wuzzy huh? 14:33 Wuzzy so a /clearobjects quick can affect objects long after I executed it? 14:33 sfan5 n? 14:33 sfan5 no? 14:34 Wuzzy hmm 14:34 Wuzzy do you mean, when a new block is loaded *during* the execution of /clearobjects quick? 14:34 sfan5 any time after 14:34 Wuzzy hmmm 14:35 sfan5 it will delay object clearing to when a block is next loaded, while /clearobjects full literally goes and loads each block to remove the objects and save it again 14:35 sfan5 that's it 14:35 Wuzzy ok so I do /clearobjects quick, a few objects die, then after 1 hour a player moves to a new mapblock, loading it. 14:35 Wuzzy and all objects in this NEW loaded mapblocks die as well? 14:35 sfan5 how is the mapblock "new"? 14:36 Wuzzy newly loaded* 14:36 sfan5 yes 14:36 Wuzzy bad language, sorry 14:36 Wuzzy wow, ok. 14:36 Wuzzy interesting. 14:36 sfan5 even more simplified: it will mark all blocks as needing their objects cleared 14:38 celeron55 where is the clearobjects timestamp stored 14:39 sfan5 env_meta.txt 14:40 celeron55 ok now i see where that happens 14:41 celeron55 so due to this it barely makes sense to ever run full clearobjects as this should be completely transparent to any gameplay or server processing 14:41 Wuzzy yeah, i also see now that /clearobjects full doesnt really make much sense anymore 14:42 Wuzzy slightly related question: How do I "get" an object in an area that is not loaded (or I have not checked if its loaded)? 14:42 sfan5 you don't 14:42 Wuzzy ? 14:43 Wuzzy i suppose the only way to be sure is to emerge first? 14:43 Wuzzy when the emerge finishes, can i be sure that all objects have appeared at this time? 14:43 sfan5 are objects active in forceloaded blocks? dunno 14:44 Wuzzy not forceloaded. minetest.emerge_area 14:44 sfan5 (because just emerging a block will not activate the objects) 14:44 Wuzzy oh jeez 14:45 Wuzzy objects are really tricky to deal with in lua 14:46 calcul0n_ i played a bit with forceload, it looks like entities stay active there 14:47 calcul0n_ and yes, emerge is probably not enough 14:51 MTDiscord <09w​war> I suggest (somehow) make the /clearobjects quick do not clear tamed mobs.. 14:52 sfan5 Wuzzy: I wouldn't mind if your PR removed /clearobjects full entirely 14:53 Wuzzy idk. maybe there is a weird fringe reason for people to use /clearobjects full. my PR was only about usability anyway, soo. not removing any features in this pr. 14:54 celeron55 well if you want to clean up a map for sharing 14:54 celeron55 or archiving or something 14:54 sfan5 I wrote a python script that can recompress a map (saving up to 30% or something) and clear objects/meta/whatever months ago but haven't gotten around to releasing it 14:57 Wuzzy sfan5: BleachBit is also capable of compressing maps if they are in SQLite format 14:57 sfan5 that's just sqlite's VACCUM 14:59 Wuzzy haha @greeter has fun with IPv6 19:04 tango_ does minetest support gas? 19:04 tango_ like liquids, but spreads out in all directions 19:04 big_caballito[m] tested, my computer is on fire 19:04 sfan5 there is no engine support for that 19:06 big_caballito[m] *as in fuel, lol 19:43 tango_ sfan5: would core be interested in an impl? 19:44 * tango_ plans on implementing grisou / firedamp 19:44 sfan5 my personal opinion is "probably not" 19:45 sfan5 also there is another issue to be solved before that: currently almost all places check for == air, but if other non-air nodes are going to be widespread that would have to be changed to check drawtype == airlike 19:45 sfan5 or maybe with a group 19:45 sfan5 (so that you can actually placed nodes / etc into places that aren't air but another gas) 19:48 tango_ ah good point 19:59 calcul0n_ the musttest game has something like this if you're interested 20:00 calcul0n_ gas pockets which can spread when you mine and poison you 20:06 tango_ calcul0n_: I was more interested in having it explode if you place a torch in the area 20:06 tango_ but this would conflict with sfan5' remark 20:07 tango_ btw mtg needs better textures, I have troubles telling some ores apart, sometimes even seeing them because I'm colorblind 20:07 tango_ can nodes be made to sparkle if they are illuminated? 20:13 sfan5 it wouldn't be impossible for the mod to spawn glowing particles 20:13 sfan5 but that's not the preferable solution 22:32 daiNoZord it's pertinent - does anyone play elite:dangerous? 22:42 daiNoZord I'm only interested in Elite's multi-faceted rank/status structure 23:03 daiNoZord I think my idea is less complicated than it sounds ( it sounds complicated in my head ) but i guess it's broken down into parts... 23:11 tango_ huge dungeon and no chest 23:11 tango_ impossible, right? 23:12 daiNoZord There is a cheap workaround to the first half of my conundrum and that is to guage a monster as 10 blocks and then Warriors and Workers are the same faction and I can use a mod already in existence... 23:13 daiNoZord tango - any experience with self-replenishing chests? 23:13 daiNoZord But that is a tacky solution 23:14 tango_ daiNoZord: nop 23:15 daiNoZord fair enough :) 23:18 daiNoZord 2nd part of conundrum - progress halted upon a level being attained, pending a challenge set by a senior (not admin necessarily) then - Level 2! or 3 or 4 or..... 23:22 daiNoZord I like the idea of seperate factions tho. Players should be able to join/rejoin/leave with their faction with their achievements intact 23:23 daiNoZord But only if they're allied else the rank/status structure would get confusing - hence "leave"