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IRC log for #minetest, 2021-01-22

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All times shown according to UTC.

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03:28 Sven_vB I just learned there's a map size limit at around 31k blocks in each direction, where does that limitation come from and why is it so low?
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06:54 tango_ Sven_vB: the limitation comes from the use of 16-bit integers for nodes positions, and it's actually much larger than what minecraft has
06:55 Sven_vB oh. I want to believe the latter sentence, so thanks.
07:15 MTDiscord <w​war> Minecraft world = 910^8 square kilometers.  Minetest world = 21610^9 square kilometers.
07:15 MTDiscord <w​war> Minetest world = 216*10^9 square kilometers.
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13:52 MTDiscord <Z​ander_200> wow im in the IRC now :O
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14:14 tech_exorcist you aren't
14:14 tech_exorcist you're on Shitcord
14:16 Aris heh
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14:17 rubenwardy that doesn't even work
14:39 Sven_vB tango_, meh, that nice belief is shattered. https://minecraft.gamepedia.com/World_boundary claims Minecraft had its limit at +/- 30M, so a thousand times bigger, isn't it?
14:39 MTDiscord <w​war> Minecraft's Y lvl are few
14:40 Sven_vB oh, so in MT we can't go as far, but higher/lower?
14:40 MTDiscord <w​war> 1 more Y lvl = 64k*64k more blocls on minetest
14:40 MTDiscord <w​war> Yes
14:40 MTDiscord <w​war> Minetest world is cube
14:40 MTDiscord <w​war> Minecraft world is rectangle
14:40 Sven_vB I see. unfortunately the players I'm trying to convince are surface dwellers usually.
14:41 Krock !c 62000^3/(1000^3)
14:41 MinetestBot TypeError: unsupported operand type(s) for ^: 'int' and 'float'
14:41 Krock !c 62000**3/(1000**3)
14:41 MinetestBot 238328.0
14:41 MTDiscord <w​war> 64000^3 = minetest world
14:41 Krock no
14:41 MTDiscord <w​war> Wait
14:41 Krock the outer 2000 are not usable due to mapgen
14:41 Krock unless you use chunksize = 1
14:42 Krock furthest you get is around 31780 or so
14:42 MTDiscord <w​war> Yup
14:42 MTDiscord <w​war> I guess only people with some privialges can go like that
14:42 Krock but I messed up the powers
14:42 Krock !c 62**2
14:42 MinetestBot 3844
14:42 Krock ^ this many (km)²
14:43 MTDiscord <w​war> For me i could get to 30925 on a survival server but a staff member went over that
14:43 Krock object positions have no limit
14:43 Krock well the f32 max/min is the limit
14:43 MTDiscord <w​war> But i couldnt go over that for some reason
14:45 MTDiscord <F​lamore> Move over 16-bits, time for 32 bits.
14:49 Sven_vB I'll make a feature request
14:50 Krock for what?
14:50 Krock if you want 32-bit coordinates your issue will be closed as duplicate in an instant
14:51 Krock use the search function. there should be plenty results
14:55 Sven_vB oh. will do again. yesterday I couldn't find a suitable issue.
15:00 Sven_vB ok found issue 8660. do I understand correctly that the only problem is out mapgen can't decide blocks for those large coordinates? the a stopgap might be to mirror-repeat the area of the world that mapgen can render.
15:00 tango_ Sven_vB: interesting, but the vertical size is still clamped
15:01 Sven_vB tango_, not a problem for me or my target audience. they're interested in building near-surface stuff.
15:01 tango_ Sven_vB: and you've already filled the standard 16-bit-wide surface?
15:01 Sven_vB we might be greedy but we're smart enough not to dig too deep. ;)
15:02 Krock you're busy for a week to dig down that far unless you've got mod assistance
15:02 Sven_vB tango_, no. the building won't even start due to the fear of sunk cost.
15:03 Sven_vB it's hard enough as is, to convince people to even install and try minetest, rather than minceraft.
15:03 tango_ Sven_vB: so you think you can saturate 1 billion squares?
15:04 Sven_vB no. it's not the ppint to actually do it. it's about psychology.
15:07 tango_ Sven_vB: ah, the better being an enemy of the good
15:07 Sven_vB yes
15:08 Sven_vB or rather just the fear that the world limit might someday interfere with their building
15:08 tango_ I must say that I've been curious by the possibilities that would be open by MT switching to openvdb and foregoing many of the current limits myself
15:08 Krock inb4 300m side length buildings all across the map
15:09 tango_ Sven_vB: I can guarantee they'll get bored long before that
15:09 Krock to properly use the current map you'll need a few gigabytes of storage
15:09 Krock and a tremendous amount of time
15:09 tango_ even in creative mode and with tools to amplify yout construction speed
15:09 Sven_vB initially when I learned about voxel world games, I was drawn by the fascination of infinitely generated worlds to explore. I know now that it was a lie even for MC, but it's what inspires people.
15:10 rubenwardy #8660
15:10 ShadowBot https://github.com/minetest/minetest/issues/8660 -- Increase world dimension
15:10 Sven_vB tango_, won't convince them to try MT though.
15:10 MinetestBot [git] rubenwardy -> minetest/minetest: Remove dead code (#10845) 4c76239 https://git.io/Jt3Bc (2021-01-22T15:09:26Z)
15:10 MinetestBot [git] rubenwardy -> minetest/minetest: Use JSON for favorites, move server list code to Lua (#10085) 67aa75d https://git.io/Jt3BC (2021-01-22T15:08:57Z)
15:11 Sven_vB most people who buy sports cars don't race them very often either. lots of humans aren't logical. :)
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15:16 Sven_vB an improvement to mirror-repeating the mapgenable area could be fade to ocean, then fade to a mapgen area with a new_seed = old_seed ..  .. (
15:16 Sven_vB sorry sent too early
15:18 Sven_vB new_seed = sprintf('%s%+d%+d', old_seed, floor(x / mapgen_limit), floor(z / mapgen_limit))
15:22 Sven_vB or round? not sure. anyway my idea was to have a layout like [ [ seed-1-1 , seed+0-1 , seed+1-1 ], [ seed-1+0 ,   seed   , seed+1+0 ], [ seed-1+1 , seed+0+1 , seed+1+1 ] ]
15:23 Sven_vB that way the center area would be compatible with old worlds
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15:28 Zughy[m]1 Heyo. I wanted to save in the mod database a player's inventory but it crashes saying that
15:28 Zughy[m]1 minetest.serialize(player:get_inventory():get_lists()) can't serialize data of type userdata. Any suggestions?
15:29 sfan5 to_table
15:30 Zughy[m]1 thanks
15:35 Sven_vB if I were to extend my server's mapgen to render worlds beyond x/z +/- 31k, would the network protocol and default client be able to play on that?
15:44 Krock Sven_vB: no. it would cause several overflow issues and severely confuse the client
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15:48 Sven_vB :(
15:49 Zughy[m]1 I can't understand how to make to_table work with players' inventories. The only examples I can find in the API are with node inventories, where they work with the metadata of the node
15:53 sfan5 okay inventories don't have to_table
15:53 sfan5 you have to manually iterate lists and call to_table() on each stack
15:55 Krock to to_string
15:55 Krock *or
15:56 Krock example: https://github.com/SmallJoker/upgrade_packs/blob/master/api.lua#L27
15:56 Krock implemented so that there's no additional inventory lists remaining if the mod is disabled
15:57 Zughy[m]1 ouchie. But ok, good to know, thank you both
15:57 Krock because users would have unrestricted access to that list due to missing callback guards
15:57 Krock given they write a CSM to show the formspec
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16:14 Maxi1357 Hello
16:14 MTDiscord <J​onathon> hi
16:14 rubenwardy hi
16:15 Maxi1357 hey
16:15 heavygale hi
16:16 Maxi1357 How's everyone doing
16:17 rubenwardy good thanks , you?
16:19 Maxi1357 I'm feeling pretty good too
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17:04 MTDiscord <w​war> too? He said 'good' only not "pretty good" :P
17:05 MTDiscord <F​lamore> Cringe kinda
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