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IRC log for #minetest, 2021-06-12

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Time Nick Message
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00:37 MTDiscord <AntumDeluge> Is this an official organization of the Minetest dev team? https://github.com/minetest-game-mods
00:40 sfan5 no
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00:41 MTDiscord <AntumDeluge> ?
00:49 MTDiscord <AntumDeluge> I should be able to use the content manager as long as curl was enabled in my build shouldn't I? Its not retrieving any content.
00:52 MTDiscord <Jonathon> no, @《cURL》 has one thats actually kept up to date tho
00:53 MTDiscord <Jonathon> @AntumDeluge https://github.com/minetest-game
00:54 MTDiscord <AntumDeluge> That's official?
00:54 MTDiscord <Jonathon> no, but actually kept up to date unlike the other
00:56 MTDiscord <AntumDeluge> Who maintains it? BuckarooBanzay? I see he/she created a script for separating the mods: https://github.com/minetest-game/repo_slicer
00:57 MTDiscord <Jonathon> yes
00:57 MTDiscord <Jonathon> its useful if you want specific mtg mods as a submodule for a modpack/game
00:57 MTDiscord <AntumDeluge> Official enough then. ?
00:59 MTDiscord <AntumDeluge> I was confused at first because in my comment just before this one I mentioned "curl". So I thought you were referring to it.
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01:00 MTDiscord <Jonathon> thats nicks for ya
01:01 MTDiscord <AntumDeluge> I was going to ask "I'm guessing that @《cURL》  is BuckarooBanzay?". But I see now that the profile image is the same.
01:02 MTDiscord <AntumDeluge> So why wouldn't my desktop client build be able to access content.minetest.net? Is it because it is a dev build?
01:04 MTDiscord <Jonathon> how old is it? i think nrz broke one of the dev builds a while back
01:05 MTDiscord <AntumDeluge> It's built from master Git branch.
01:05 MTDiscord <Jonathon> he also broke copying a while back
01:06 MTDiscord <AntumDeluge> https://github.com/minetest/minetest/tree/c47313db6
01:08 MTDiscord <AntumDeluge> I disabled leveldb, luajit, & redis. But none of those have anything to do with network connections do they?
01:15 MTDiscord <Jonathon> interesting, can find the copy paste issue (was fixed) but not the content one atm
01:17 MTDiscord <Jonathon> here we go https://github.com/minetest/minetest/pull/11245/files
01:20 MTDiscord <AntumDeluge> There is a recent commit about curl_timeout, but that is probably not related: https://github.com/minetest/minetest/commit/b56a028d6bc101cb01f5bdfe07053ac1af9fb016
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07:26 independent56 i think this captures the spirit of the slow lowlands perfectly: http://2.26.38.198/dokuwiki/lib/exe/detail.php?id=human_areas%3Aslow_lowlands&amp;media=buildings:sl:viaduct_spaghetti.png
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08:06 independent56 wait... NOW you're telling me i cant host a minetest server in a minetest server? https://imgur.com/a/zgH2Pfa
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10:45 definitely_a hello, everytime I try to create a world in MTG, it generates with no grass or dirt layer. Any idea what could cause this, please? Minetest 5.5.0. Thanks
10:47 sfan5 sounds like you have mapgen settings wrong in your minetest.conf
10:48 definitely_a Probably, lemme check.
10:52 definitely_a Somehow I had managed to disable biomes... it's fixed thanks a lot.
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11:46 erlehmann <Jonathon> he also broke copying a while back
11:47 erlehmann Jonathon, copying?
11:47 erlehmann <MTDiscord> <Jonathon> he also broke copying a while back
11:48 erlehmann is it possible to get the minetest version of the server via a lua command?
11:52 sfan5 minetest.get_version()
12:02 specing I wish we could place_node with arbitrary rotation via CSM (by varying above/under), but it seems that the only result if I change above/under is the position where the node is placed. And this happens only if I change the z coordinate (with viewport (1,0,0)), else the node is simply not placed D:
12:07 entuland above and under should relate to the face you're aiming at - under should always be the occupied position, owning the face you are aiming at, and above should be the free one, right in front of that face regardless of the orientation
12:08 entuland comparing the coordinates of above and under you can tell the orientation of the aiming and perform the placement somewhere else according to that
12:08 entuland at least that's my recollection about the last time I had to deal with that (and that's a while ago)
12:10 entuland some nodes can't be placed in arbitrary rotations or positions (doors, for instance, require 2 free positions on the vertical and can't be placed sideways)
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12:11 specing I was testing with furnces mid-air, so space shouldn't have been a problem
12:11 specing furnaces*
12:12 specing Perhaps air is the problem, but those +-z test placements worked mid-air, so...
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12:13 entuland I'm a bit confused about the above/under thing if you're placing nodes in arbitrary positions - you should be free to place anything in any position, provided it's free, the above/under should come into play only when there is a player interaction (place callbacks, punch callbacks or the alike)
12:13 entuland perhaps I'm failing to see your exact context
12:18 erlehmann entuland so CSMs can place upside down corner stairs just so?
12:19 entuland corner stairs are probably a special case due to some automatic system that renders them as corners instead of regular stairs
12:19 entuland but you can rotate stairs upside down IIRC
12:19 entuland let me do one test
12:19 specing There's no indication of that being possible
12:20 specing entuland: yes you can, with a screwdriver
12:20 entuland oh I mean rotating a _corner_ stair
12:22 entuland actually, do we even have corner stairs in MTG?
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12:22 specing entuland: https://paste.debian.net/hidden/ea7da386/
12:22 entuland I may be mixing things up with other games
12:23 entuland erlehmann, how do you get corner stairs in MTG?
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12:24 entuland I know I can place and rotate stuff cause I did that with my wesh and rhotator mods, so I can place stairs upside down or sideways just fine, but I can't find corners
12:24 erlehmann entuland no idea i was thinking of more blocks and stuff
12:24 specing corner stairs are in stairs: mod
12:25 entuland okay, let me try that
12:28 entuland moreblocks corner stairs are normal blocks that can be placed upside down directly just by aiming at the ceiling: https://i.imgur.com/6qvmQPl.png
12:29 entuland specing, the code you shared looks like trying to place the node in the first free position around where the player aimed, I'm not sure what's the intended purpose and what is failing there, if anything is failig
12:30 entuland failing*
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12:34 specing entuland: not in first free, but one furnace every 2 nodes
12:35 specing (in the (1,0,0) direction)
12:35 entuland okay, I'm not that good with spatial placement reading code :P
12:35 entuland how is that code failing?
12:35 specing It only places 2/6 furnaces, and only when z varies
12:36 entuland okay, another query - normal mods should be able to do that, but you mentioned CSM, which if I am not mistaken are a different type of mods
12:36 entuland is that the case?
12:36 specing And they are placed side-by-side in the z axis. Not sure how that happens, since they should be spaced 2 nodes apart in the x direction...
12:36 specing entuland: yes, client side mods
12:37 entuland I have never messed with client side mods, no idea even how they differ from normal mods
12:38 entuland uhm...
12:38 entuland you're using timeouts or something to run the placement functions
12:38 entuland but you're using the same pos table
12:39 entuland maybe the actual table is the same and you're getting bitten by the table being altered "under the callback's feet" so to speak?
12:39 specing No, just spacing the placements 1 second apart to prevent potential server-side place spedd ratelimiter from affecting this test
12:39 entuland some kind of race condition
12:39 specing I thought about that, but I'm defining a new table every time by copying the numbers
12:40 specing Hmm
12:40 entuland attach is a different object, yes, but pos is not
12:40 entuland and you're passing both
12:40 specing it should be (vector.add makes a new one(?))
12:40 entuland not sure how that works
12:40 specing Anyway, I'll try doing it more manually
12:40 entuland try using completely different names for each position
12:41 entuland pos1, attach1 and so forth
12:41 erlehmann anyone of you experienced in debugging the minetest protocol using wireshark etc.?
12:41 erlehmann i wanna figure out sources of lag
12:41 entuland just for paranoia
12:41 specing Yes, I'll do that
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12:46 erlehmann anyone of you experienced in debugging the minetest protocol using wireshark etc.?
12:46 erlehmann i wanna figure out sources of lag
13:03 specing entuland: I guess that was partially the problem. Results: https://wtf.roflcopter.fr/pics/8OpOOrUS/CM5NQGm6.png (left is when pos and attach are swapped in code) code: https://paste.debian.net/hidden/7eb68bcc/
13:03 specing No matter how I place, param2 is always 1
13:05 entuland uhm
13:05 entuland place_node takes (pos, node) according to the API
13:06 entuland so not sure I get that swapping
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13:09 entuland_ there is no trace of param2 handling in the snippet you've shared, you're using it to change the orientation?
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13:20 specing I guess this is not possible, so I either have to teach it to use a screwdriver or make it pathfind around and place (mega harder)
13:23 entuland_ how so? the screwdrivers rotate blocks exactly by altering param2
13:24 entuland_ you don't have to use any screwdriver, you just have to know which values to assign to param2 when you're placing the nodes
13:24 entuland_ it's somewhat tricky because param2 is used for more than just orientation, so you need to do some integer mask juggling, but it's not that hard
13:26 entuland_ for instance, here is one bit where I deal with param2 in my rhotator mod: https://github.com/entuland/rhotator/blob/master/init.lua#L451-L453
13:26 independent_ sorry if my server has lost half of the map, the cat walked on the server keyboars
13:26 independent_ now i get why real servers have a remote keyboard
13:27 entuland independent56, even just a screen lock could solve that issue out if you have cats around :P
13:27 independent56 lol yeah
13:27 entuland also, kudos to your cat, they must be knowledgeable if they could screw up your map like that
13:27 independent56 but without risk of losing your progress, life isnt worth living
13:27 entuland it's not easy to issue valid commands by randomly mashing the keyboard :P
13:28 independent56 easy "sudo rm -r / #wjkqfbiqbi93b 3 bd379"
13:28 independent56 but isnt that what movie hackers do?
13:29 entuland if that's what really happened, you issued that command yourself to have it in the history
13:29 entuland or you were typing it in the shell and left it incomplete and also left the server unattended with a known offender around :P
13:30 independent56 oh god yeah, i did that and did ^c to do a risky cleanup. cat must have done "up+up+up+up+enter"
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13:50 independent_ what is the advantage of the "carpathian" mapgen?
13:50 erlehmann rivers
13:51 independent_ and other things? why would i use it over v7?
13:52 entuland erlehmann, no experience with wireshark, you could though try disabling mods one by one to find the offender (if that's the case)
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13:54 erlehmann entuland no i could ot
13:54 erlehmann not
13:55 entuland you may try providing more details about the symptoms, maybe someone can chip in after understanding the situation better
14:03 erlehmann entuland symptoms: i want to see what goes over the wire
14:03 erlehmann entuland while i play the game
14:04 erlehmann entuland in real time
14:04 entuland I mean what happens that you are defining lags
14:04 entuland the frequency of the lags or what you're doing when they happen or how they manifest themselves, those are the symptoms I refer to
14:05 entuland the lag / freezes may be client side and not due to anything related to the server at all
14:06 entuland lagging and latency are also different things - you may not have the client freeze at all but some of your actions may not get a timely response from the server, and that would count as latency
14:07 erlehmann entuland lag spikes on server
14:07 erlehmann entuland every connected client has lag
14:08 specing erlehmann: then you should be debugging the server?
14:08 erlehmann entuland and sometimes some clients get sent *way* more metadata
14:08 erlehmann i mean
14:08 erlehmann map data
14:08 erlehmann o rwhatever
14:08 erlehmann who knows?!
14:08 erlehmann entuland i recently accidentally almost bookbanned myself
14:08 specing Reduce number of active blocks?
14:08 erlehmann no no i want to know what causes *traffic*
14:08 erlehmann and inspect that traffic
14:11 entuland the amount of map data a client receives depends on the view range
14:11 entuland maybe someone is just going nuts with their view range and causes huge requests "on purpose"?
14:15 entuland as for bookbanning, you may as well have some player doing sketchy things and overloading the server - how to go about hunting / troubleshooting these things, though, I have no idea
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14:22 erlehmann entuland a player was standing still and minetest was using like 6 times normal traffic
14:22 erlehmann and it was laggy
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14:23 entuland where is the server running?
14:23 entuland is it on a remote machine or on your computer?
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16:50 MinetestBot [git] Wuzzy2 -> minetest/minetest: Message for empty list output in /haspriv & /mods (#11149) dc165fe https://git.io/JZSeA (2021-06-12T16:48:21Z)
16:50 MinetestBot [git] benrob0329 -> minetest/minetest: falling.lua - Fix Meshnodes Being Too Big (#11307) fbcf0fa https://git.io/JZSep (2021-06-12T16:48:14Z)
16:51 Pexin entuland specing: I may have missed some of the conversation above, but isn't it impossible for CSM to place nodes?
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17:20 specing Pexin: in default minetest yep
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17:37 independent56 leaked photo shows 56i's crappy server http://2.26.38.198/dokuwiki/lib/exe/fetch.php?media=server_1.jpg
17:43 MTDiscord <Jordach> almost on par with the EEEEEEE PC
17:47 independent56 i don get it
17:49 independent56 oh yeah now i do XD
17:54 * independent56 aiting for worldedit to copy a 165 K block skyscraper
17:55 independent56 https://imgur.com/a/hudzFSV
17:58 * independent56 still waiting
18:04 sfan5 if it says copied then it should already be done
18:04 wsor4035 erlehmann: https://github.com/minetest/minetest/issues/11273#issuecomment-842670087
18:05 independent56 oh cool
18:05 independent56 but it hasnt done. i am still waiting for the building to appear
18:08 entuland uh
18:08 entuland copying and pasting should be different things, isn't it?
18:09 entuland (never used worldedit myself)
18:10 sfan5 independent56: then something went wrong, when copy says it's done it is
18:12 independent56 entuland, it does them both for you. you specify directon to copy, like "x 10" or "y 5" for skyscraper floors. it does the pasting for you.
18:12 entuland okay
18:16 independent56 well fuck, i did "y 5" instead of "y 50" making a broken skyscraper
18:17 independent56 sorry, i lied. i did "z 30". i thought it was too close and that they had merged, but they hadnt.
18:17 entuland eheheh
18:17 entuland pebkac
18:18 independent56 https://imgur.com/a/gpMGTbT
18:18 MTDiscord <Jonathon> looks ugly
18:18 entuland ahahah
18:18 entuland moral support :P
18:19 entuland at least you can jump from one to the other
18:19 independent56 XD yeah
18:19 independent56 it is council housing.
18:20 independent56 i mean, the slow lowlands landscape is ugly. ugly buildings go in ugly landscapes
18:28 independent56 3 flats built within 30 minutes
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18:46 independent56 https://imgur.com/a/fAcIONi
18:46 independent56 council buildings
18:47 Krock is that minetest r34 content?
18:47 Krock jokes aside, good structure for a start
18:48 independent56 yeah... i just only built one floor, then used worldedit to copy that floor into hell
18:48 independent56 up, sideways, and soon, bakcwards
18:50 independent56 that is 5 skyscrapers in the slow lowlands, excluding the http://2.26.38.198/dokuwiki/doku.php?id=buildings:sl:pathetiscraper
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19:02 erlehmann wsor4035 why did you link me that?
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19:11 MTDiscord <Jonathon> because you pinged me earlier
19:12 MTDiscord <Jonathon> <Jonathon> he also broke copying a while back @wsor copying? <MTDiscord> <Jonathon> he also broke copying a while back
19:15 erlehmann ah
19:15 erlehmann now i understand
19:15 erlehmann sorry
19:16 independent56 how to start a minetest server using the command line: "up+up+up+down+down+up+enter"
19:17 specing I'm not sure if that's going to work. It's missing a rm -rf / invocation
19:17 independent56 XD
19:19 entuland cat not included
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19:26 independent56 XDXD
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21:36 erlehmann rubenwardy my friend Li0n actually used the wrong technical name for the MNT reform mod (“mnt_reform”) and told me the field can not be changed afterwards. the mod does not work if you download it. the technical name should actually be “mntreform”, without the underscore.
21:36 erlehmann rubenwardy could you please change the value? also, I think it might make sense to make obvious that “technical name” means “folder name”
21:37 erlehmann rubenwardy also I think a human approved it, but at least on my computer the mod does not work.
21:39 MTDiscord <exe_virus> 1. Not only rubenwardy can make those changes.  2. Could delete the mod from cdb and reupload
21:39 MTDiscord <Jonathon> please dont do #2
21:39 ShadowBot https://github.com/minetest/minetest/issues/2 -- Burned wood
21:39 MTDiscord <exe_virus> 3. You can change it locally on your computer in the meantime
21:39 MTDiscord <exe_virus> Also: lol
21:40 MTDiscord <Jonathon> also, you do realize that mod.conf has a name field for the actual mod name?
21:40 erlehmann 3. You can change it locally on your computer in the meantime
21:40 rubenwardy An editor can rename
21:40 erlehmann that won't fix it for people who dl it
21:40 rubenwardy I'm busy right now
21:40 erlehmann hmmm
21:41 rubenwardy Not that changing the name changes the id, and so breaks update s
21:41 rubenwardy *note
21:41 MTDiscord <Jonathon> easiest way is just add a name to mod.conf
21:41 MTDiscord <Jonathon> and let people update
21:42 erlehmann but right now the mod does not work at all
21:42 MTDiscord <Jonathon> yeah, and?
21:42 erlehmann that means breaking the mod for everyone who downloaded it is not a problem i think
21:42 Li0n mods on contentdb should and this one doesnt
21:42 erlehmann or is it?
21:43 Li0n how did a non-working mod get approved? you literally cannot start the game with it
21:43 MTDiscord <Jonathon> wth, mod.config? its mod.conf
21:43 erlehmann well i was able to, but it broke the mineclone2 interface in half
21:44 erlehmann i was not able to start with it earlier though, no idea why it worked now
21:44 erlehmann maybe different versions of the engine
21:44 erlehmann (different computers)
21:46 MTDiscord <Jonathon> >minetest-mod-mntreform-lawsuit-free ?
21:49 MTDiscord <Jonathon> i could just un approve it for now
21:53 MTDiscord <Jonathon> wth is this, yeah on 5.4 it broke a lot, and even on restart is still screwed
21:54 MTDiscord <Jonathon> unapproved
21:57 MTDiscord <Jonathon> it looks like normal node registrations ?
21:59 erlehmann uh, by unapproving the mod the comment that Li0n wrote about it not working
21:59 erlehmann was rejected
22:00 MTDiscord <Jonathon> i fail to see the issue there
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22:00 MTDiscord <Jonathon> its not publicly listed anymore
22:02 erlehmann https://rubenwardy.com/minetest_modding_book/en/items/nodes_items_crafting.html#item-names
22:02 erlehmann > Every item has an item name used to refer to it, which should be in the following format:
22:02 erlehmann > modname:itemname
22:03 erlehmann similar for nodes, i think
22:03 MTDiscord <Jonathon> yeah, im well aware
22:03 erlehmann so in this case, the mod source code contains the prefix mntreform, but the folder is mnt_reform
22:03 MTDiscord <Jonathon> im more curious how the mod hosed over the world
22:03 erlehmann is that enough to break it?
22:04 erlehmann oh, what is broken in your world?
22:04 MTDiscord <Jonathon> in theory if modname xyz, and you register zzz:item, the engine will error at you
22:05 erlehmann oh lol it did break which mods are loaded
22:05 MTDiscord <Jonathon> yeah, and broke it even after the fact
22:06 erlehmann uh
22:06 erlehmann here too
22:06 erlehmann wtf
22:06 MTDiscord <Jonathon> Name stupid:stupid does not follow naming conventions: "modname" or ":" prefix required
22:06 MTDiscord <Jonathon> if you make a mod that doesnt follow standards
22:08 MTDiscord <Jonathon> not relevant at all, but this mods coding style is terrible
22:08 erlehmann Jonathon i know how it breaks this world
22:09 MTDiscord <Jonathon> oh?
22:09 Li0n jonathon, what is wrong with the book? it follows rubenwardys coding book standard
22:09 Li0n I mean wrong with the mod
22:10 erlehmann Jonathon the mod depends on mesecons, but somehow it breaking leads to the world saving mesecons as a dependency, which then breaks redstone and everything depending on it.
22:10 erlehmann because mesecons inside mineclone2 is basically redstone
22:10 MTDiscord <Jonathon> yeah, i got that much
22:11 MTDiscord <Jonathon> im just not sure why the engine isnt complaining that the mod doesnt following the name standards
22:11 MTDiscord <Jonathon> unless mods from cdb get special treatment
22:11 MTDiscord <Jonathon> you know, let me clone this and see what happens
22:14 Li0n normally it does complain
22:14 erlehmann > unless mods from cdb get special treatment
22:14 erlehmann that would be extremely weird
22:17 MTDiscord <Jonathon> ooooh, hold on
22:17 erlehmann maybe it has something to do with the mod.json?
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22:17 erlehmann Jonathon did you find the smoking gun?
22:17 MTDiscord <Jonathon> do you have the mesecons mod installed in your /mods folder?
22:18 erlehmann yes
22:18 MTDiscord <Jonathon> his mod depends on mesecons, and when you go to enable it the engine auto enables mesecons from your /mods folder. i have seen this before
22:18 MTDiscord <Jonathon> its a mixture of the engines fault? if you consider that behavior bad, and mineclone2 devs for being stupid and not renaming the mod to something else
22:19 MTDiscord <Jonathon> disable mesecons from the gui in the mesecons modpack
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22:19 MTDiscord <Jonathon> and then the engine will give the wrong format error
22:20 MTDiscord <Jonathon> and if you disable mesecons, your mc2 world will load normally
22:20 MTDiscord <Jonathon> yet another reason mineclone2 is trash
22:21 MTDiscord <Jonathon> even if you rename the mod correctly, technically the possiblity will still exist for people to blow up there worlds
22:21 MTDiscord <Jonathon> for any mod for mc2 that needs to depend on mesecons
22:24 Li0n yes I should make it depend on Mineclonia instead
22:24 erlehmann which is not on contentdb
22:24 erlehmann yet
22:25 Li0n oh right
22:25 MTDiscord <Jonathon> TLDR: the engine trys to hold your hand when enabling mods with dependencies and favors ones in /mods over games(which probably isnt a bad thing.). mineclone2 used mesecons and extensively modified it(i.e. didnt respect namespaces themselves) and left it the same name
22:26 erlehmann so i wonder: can you make a mod depend on mineclone2 or mineclonia? those are basically the same, except that mineclone2 has a bunch of game-breaking bugs.
22:26 MTDiscord <Jonathon> do what farming redo depending mods do
22:26 Li0n in hindsight I did the dependencies a bit wrong in the config folders
22:27 erlehmann Jonathon uh, what do they do?
22:27 erlehmann any example for such a mod?
22:27 MTDiscord <Jonathon> farming redo has a string that mtg farming doesn't and mods depened on farming, then they do a check for that string
22:27 Li0n I will have to make a new release
22:27 MTDiscord <Jonathon> also, farming redo 100 percent supports mtg farmings functions, unlike what the mineclone2 did which is stupid
22:28 MTDiscord <Jonathon> erlehmann: https://notabug.org/TenPlus1/farming/src/master/init.lua#L8-L19
22:29 erlehmann thx
22:29 MTDiscord <Jonathon> also the engine allows you to enable mods in /mods with the same name as mods provided by a game as a way to override them
22:29 erlehmann Jonathon good to know that its someone elses fault
22:29 MTDiscord <Jonathon> well yes and no
22:30 Li0n it is everyones fault
22:30 Li0n we all failed each other
22:30 erlehmann yeah, no one is right, everyone is wrong
22:31 MTDiscord <Jonathon> ultimately its mineclone2 fault mainly for being dumb, the approver for missing a _ in the names, and those two combined creating a big mess
22:31 Li0n if I had not made certain mistakes, it would have been fine. if contentdb had not made certain mistakes, it would have been fine. if mineclone2 had not made certain mistakes, it would have been fine
22:31 erlehmann the catastrophe only happens if you manage to hold up a dozen swiss cheese slices and the holes randomly line up to let the bug through
22:31 MTDiscord <Jonathon> LOL, yes this
22:31 Li0n lmao yes
22:32 erlehmann it's great, i am literally the only one talking right now who is totally free of blame!
22:32 erlehmann :D
22:32 MTDiscord <Jonathon> i didnt approve that package ?
22:32 Li0n I can't help but think about those 89 downloads my mod has. there may be up to 89 people now with a broken minetest
22:32 erlehmann well, a broken world
22:33 erlehmann minetest should really not automatically enable a mod from outside a game that exists in a game
22:33 erlehmann if the game is that base game for the world
22:33 MTDiscord <Jonathon> mineclonia still has the same issues
22:33 erlehmann that seems wrong
22:33 MTDiscord <Jonathon> it uses names it technically doesnt on
22:33 MTDiscord <Jonathon> *own
22:33 erlehmann Jonathon and guess what, we are locked in into that
22:33 Li0n well I may have made a mistake in the dependencies saying it depends on mesecons instead of mineclone2
22:33 MTDiscord <Jonathon> "minetest should really not automatically enable a mod from outside a game that exists in a game" yes, it should, its a way to override whole mods, just like : overrides nodes
22:34 erlehmann i have somethign funny: i *think* that the mod works with both mesecons
22:34 erlehmann the one from mcl2/mineclonia and the standalone one
22:34 MTDiscord <Jonathon> erlehmann: not really, i think its fixable
22:34 erlehmann ah
22:34 erlehmann but you can not craft the laptop actually
22:35 erlehmann inside the game, without mineclone dyes
22:35 MTDiscord <Jonathon> just whoever fixes it will hate there life if they want to backwords supports stuff
22:35 erlehmann so it does depend on more than redstone/mesecons
22:35 MTDiscord <Jonathon> oh wait, you could just change the name, and add : in front of all registrations, easily fixng this, no aliases needed
22:35 erlehmann uh?
22:35 erlehmann i don't get it
22:36 Li0n what a mess I've created
22:36 MTDiscord <Jonathon> change all your mesecon mods names to mcl_modname, then in places that register stuff, just add a : in front
22:36 Li0n here I was thinking minetest modding was entry level coding
22:36 erlehmann Li0n the correct way is "uncovered". the emperor had no clothes the whole time!
22:36 MTDiscord <Jonathon> Li0n: it is, till your depending on others mistakes
22:37 MTDiscord <Jonathon> also: they will only have a broken world if they had mesecons in there /mods
22:37 Li0n ah
22:37 Li0n if they did not have mesecons in their mods then the mod probably still would not have run
22:37 MTDiscord <Jonathon> while my suggested fix is not ideal, its the easiest for backwords compat, and keeping ones sanity
22:38 MTDiscord <Jonathon> this also means that no one can depend on mesecons safely now at all
22:38 MTDiscord <Jonathon> im really suprised no one has blowen this up before
22:39 MTDiscord <Jonathon> considering its a popular mod and subgame
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22:43 MTDiscord <Jonathon> so anyways, im not really sure what to do, i would say mineclone2/mineclonia need to fix themselves first tbh
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