Time Nick Message 00:00 MTDiscord seems to be working, thx much. Seriously, something should be mentioned about that in the build instructions. I would never have gotten that myself 00:04 sfan5 we'll definitely improve that before 5.5 00:07 MTDiscord one thing I notice: I cant see the entire name of the server, if it is long, on the serverlist. an improvement would be to make the serverlist box resizeable.... Dunno if thats possible 00:31 MTDiscord so... currently I have to pass the full filepath of the executable in bin for it to run: doulble clicking it in the file viewer doesnt work. Is there a quick fix? 00:45 MTDiscord ah, fixed. You have to rename /bin/minetest to /bin/minetest.sh 02:13 MTDiscord Are there any compiled VERY EARLY VERSION of minetest-c55 for linux? 02:13 MTDiscord My OS: Ubuntu 20.04 LTS 64-bit 03:05 luk3yx Emojidiscord: How old? 03:09 MTDiscord I want to try the version before Lua API 03:09 luk3yx I did make a 0.3 snap https://snapcraft.io/minetest-luk3yx-3 03:11 MTDiscord Will this override the new minetest? 03:12 luk3yx Nope 03:12 MTDiscord what will the new executeable name? 03:13 luk3yx If you install it through the snap you can just run it through your application menus 10:17 VanessaE https://github.com/minetest-mods/skinsdb/pull/59 someone please merge this so I can close the browser tab :P 14:57 TechDude Hello 14:57 TechDude Question (again) 14:57 TechDude so I’m setting up a Minetest server on my Raspberry Pi 4B (headless) 14:58 TechDude when I compile and run, will any errors be produced because I’m headless? 15:09 sfan5 assuming you build only the server, no that'll be fine 15:11 hlqkj may i ask help too, on how to diagnose an issue im having? a test server is failing to start for a LevelDB IO error/invalid argument 15:11 hlqkj how can i get more details? 19:11 TommyTreasure just out of curiosity -- is there something i'm missing regarding technic not seeming to spawn rubber trees, after upgrading from 5.3.0-stable to 5.4.0-dev and/or 5.4.0-stable? 20:11 absurb is it possible to unregister global callback functions? 20:12 absurb i unloaded a mod in a world and its globalstep function is still executing, which is causing tons of problems 20:12 absurb essentially the world is now corrupt unless i can somehow remove that callback 20:13 absurb the globalstep callback belonging to the mod* 20:13 sfan5 uh wat 20:13 sfan5 restart, callbacks are not persistent 20:14 absurb i did, this is genuinely confusing me too 20:14 absurb i even deleted the original mod. unless the mod's dependency is doing something weird.. 20:15 sfan5 if the mod does not exist on your system it cannot be executing 20:16 absurb the console is reporting invalid entities are being spawned, and i can see exactly which line of code in the mod which registers the callback function which is trying to spawn these invalid entities 20:16 absurb this doesn't make any sense, i'm gonna have to look further at it 20:16 IceDragon entities aren't removed even if you remove the mod that spawned them 20:17 IceDragon there should be a chat command that can remove all entities (I don't know it off the top of my head) 20:18 absurb the entities aren't self-replicating nor do they spawn other entities. every 3 to 5 seconds, the console reports a bunch of invalid entities being spawned, and i can see the default billboard appearing in the world 20:18 absurb this behavior is consistent with what the mod is supposed to do, except the entities it's trying to spawn aren't valid anymore 20:19 TommyTreasure take a look at the 'mod_cleaner' mod. it has a routine to remove enties from old mobs 20:20 IceDragon if the entities spawned before (when the mod was loaded), and you saved the world, upon reload, it will attempt to spawn those entities from world's save data, it may take a bit of time between the block loading and the entities spawning in 20:20 absurb oh yeah, that's definitely possible 20:21 absurb TommyTreasure: sounds useful, thank you 20:21 TommyTreasure my suggestion was based on use, not on theory. a file called "cleanentities' contains the entity names i want to remove, and it works very well 20:22 TommyTreasure som of the syntax used in that mod for replacing unknown nodes, is a little weird, but in general, that mod has saved me many hours of hair pulling 20:23 TommyTreasure https://github.com/neko259/mod-cleaner check it out, and see if it does what you need 20:24 absurb thank you so much 20:24 TommyTreasure don't confuse it with 'server-cleaner'. 20:25 absurb lol 22:15 TommyTreasure ok, more info on my rubber tree issues..... 22:16 TommyTreasure prior to upgraded my server to 5.4.0-dev, i had both technic and moretrees installed. in moretrees, i had rubber tree disabled 22:16 TommyTreasure there have been rubber tree spawnings all through my world prior to that 22:17 TommyTreasure after upgrading to the 5.4.0 series, no more rubber trees. same configuration as used since my first map creation with 5.0.0 22:17 TommyTreasure last night, i created a brand new map with my 'used to work' configuration, and no rubber trees spawned 22:18 TommyTreasure is this something that has changed in the 5.4.0 server, or minetest_game? 22:19 TommyTreasure for testing proof, i disabled moretrees in my test server, and techinc generated rubber trees. however. it had all worked in the past 22:21 TommyTreasure since my first installation of 5.0.0, the following line was in my moretrees/devault_settings.txt 22:21 TommyTreasure moretrees.enable_rubber_tree = false 22:22 TommyTreasure assuming that technic would generate the spawning of rubber trees in new map areas. 22:22 TommyTreasure and it has actually done exactly that 22:23 sfan5 I doubt either the engine or MTG had a change so subtle that it only affected moretrees rubber trees generation 22:23 TommyTreasure i appreciate your response, but i can't see a reason they stopped spawning, when no other changes were made to my game 22:24 TommyTreasure i'm at wits end trying to figure this out 22:24 TommyTreasure i don't think the moretrees mod has changed in the past year either. as of today, git pull says its up to daye 22:25 sfan5 you could test 5.5.0-dev to see if this is a bug we're aware of and that has already been fixed 22:26 TommyTreasure ah, good idea. i'm in the process of evaluating a new vps host, and this could be the perfect way to test. thanks! 23:42 Noclip Why does loading a (big) Minetest world cause lots of writings/changes scattered all across the sqlite file? 23:44 DS-minetest even if sqlite put db entries with neighbor entries next to each other in its file, minetest would still jump around in the indices because of the way how blockposs are encoded as numbers 23:49 Noclip Unfortunately this makes deduplication between several versions of the same sqlite file very inefficient. :(