Time Nick Message 01:22 Parnikkapore_m Guest82: Try Settings → All Settings → Graphics → Menus → Font size (and Monospace font size) 01:22 Parnikkapore_m Minetest should pick up the display scaling used by your DE tho 02:29 ghoti So.. When I compile minetest on macos using the instructions provided, everything compiles without difficulty, but when I run the game, I spin uncontrollably. Any idea what's going on? Is this a common thing? 02:34 MTDiscord Yes, see Jordan's instructions 02:34 MTDiscord *jordachs 03:12 ghoti Jonathon, I found https://git.minetest.org/Jordach/Minetest and https://github.com/Jordach/minetest but both look like they contain merely old forks. Could you help get me a little closer to my target? 03:15 ghoti Ah, I have found a useful forum post. Reading... 05:10 Yad sfan5: Great to see so many improvements in the changelog for 5.5.0, nice work everybody! Is the IrrlichtMt fork more than just a name change? I thought we were already using a special build of Irrlicht. ;-) 08:30 sfan5 Minetest was using Irrlicht 1.8.4 (released 2014?) until now, IrrlichtMt is based on Irrlicht 1.9 (their current development state) and has a whole bunch of stuff thrown out plus a few features/fixes 09:01 Oblomov it's a bit of a pity seeing a new fork of irrlicht, but I guess the work done by stk on theirs (artica?) wasn't of much use for mt? 09:03 celeron55 the goal of irrlichtmt is to essentially be completely erased some day. maybe not literally, but that's how it compares to what people usually consider a fork to be 09:04 celeron55 the only way out from irrlicht is to fork it, and erase and replace it in small bites 09:05 celeron55 the goal of irrlichtmt is not to develop irrlicht 09:16 Oblomov celeron55: replace it with what? something entirely custom-tailored for MT? 09:17 celeron55 nothing, essentially 09:18 celeron55 adding the necessary things into MT so as to not have any use for irrlicht 09:18 celeron55 so yes 09:48 Oblomov bold-strategy-cotton.jpg 09:59 celeron55 the stakes aren't that high. i mean, it's irrlicht 10:27 Oblomov lol 8-) 10:36 erlehmann Oblomov i think the biggest mistake in the whole situation is that people see irrlichtmt as they see any other fork of a project, i.e. adding a new direction or new features, but ultimately being the same thing 10:36 erlehmann this is probably some kind of PR failure lol 10:36 Oblomov erlehmann: yeah, celeron55 explanation here made things more clear 10:37 Oblomov I am a bit worried about the transitionary period 10:38 erlehmann no need to be worried, it's already difficult to figure out the regressions caused by new irrlicht things 10:38 erlehmann the transitionary period is already here 10:38 Oblomov yeah, which is why I'm still on 5.4 8-D 10:38 erlehmann you are not the only one 10:38 Oblomov the fact that debian hasn't updated is a big factor in that though 10:39 erlehmann debian is updating some time though 10:39 Oblomov probably the irrlicht fork will not make it easy for debian to up to 5.5 10:39 kabou lol debian stale 10:39 erlehmann nah, i think they got it? 10:39 Oblomov erlehmann: I'm on sid and no 10:40 kabou somebody needs to ping the debian games maintainers 10:40 erlehmann if you want to make it easier, there are two things you could do: 1. make an irrlichtmt that has a proper history 2. maintain a patchset so that you can compile minetest using irrlicht proper + patches 10:40 Oblomov if the debian maintainers decide to package irrlichtmt separately, it's ging to be a long time before 5.5 gets in, because getting a new package in debian is not easy 10:40 erlehmann kabou stuff has already happened 10:40 kabou debian has so many packages, it's entirely understandable that they lag so much 10:41 erlehmann debian is actually super fast if upstream has their shit together 10:41 Oblomov especially when it's a fork of something which is already in debian 10:41 erlehmann i know that from unifont 10:41 erlehmann debian had it faster than arch linux 10:41 erlehmann ubuntu, on the other hand, had an old version for half a year 10:41 erlehmann ubuntu is really bad on updating software, they only do it twice a year lol 10:41 kabou problem with debian is mostly the gargantuan amount of rules, policies and procedures 10:41 Oblomov the speed of debian depends largely on who the maintainer is 10:42 erlehmann kabou FUD 10:42 Oblomov some stuff are updated instantly at least on experimental, often unstable 10:42 erlehmann the problem is the lack of people doing things 10:42 kabou i said that same^^ 10:42 kabou and lack of people who know all of the hoops to jump through in the right order 10:43 kabou btw i'm still big fan of debian 10:43 kabou best distro 10:43 Oblomov I was wondering why I couldn't up this screenshot on the forum http://labrador.oblomov.eu/nodecore/nodecore-multistack-machine.png then I remembered that I took it it in 4K 10:44 erlehmann Oblomov what is that? 10:46 Oblomov erlehmann: nodecore 10:46 erlehmann Oblomov no, the weird shapes of the nodes 10:47 Oblomov erlehmann: I'm not sure what exactly you're referring to 10:47 Oblomov the stacks inside the shelves? 10:47 Oblomov the shape of the prisms? 10:47 erlehmann yes the prisms 10:50 Oblomov those are ... prisms 8-) one of the fundamental building block of machines in nodecore 10:51 Oblomov erlehmann: you can see an older version of that machine in action here https://youtube.com/playlist?list=PLLoeDdrRGbszibnej4jKQsRCqeg0uya7x 10:52 Oblomov the weird shape is needed to show which faces are “inputs” and which ones are “outputs” 10:52 erlehmann i did not know that nodecore had such a thing o.0 10:53 Oblomov it's a bit like the mesecons wires 10:54 Oblomov nodecore is quite fascinating in its design, although it can be quite frustrating in the beginning 10:54 Oblomov especially since many of the assumptions coming from MC or MTG are invalid 10:55 Oblomov but when you get to the right tech level, the real fun begins 10:55 Oblomov (or just hack your way to it with /giveme if you want to go for that 8-D) 11:23 erlehmann Oblomov the only non-redstone, non-mesecons automation i have tried so far is the one from inside the box 11:32 Oblomov haven't played ittb yet 11:36 Oblomov the nodecore automation mechanism is peculiar because, like most of nodecore, it doesn't offer a wide variety of components, so everything has to be designed from like 3 fundamental blocks (prisms, lenses and hinged panels aka doors) 11:45 Oblomov I did have to fix an issue in the nodecore game to make sure that these things could be used reliably for things such as detecting when there's new material to process 8-) 13:24 CieNTi do someone knows, speaking about 'basic_robots' mods, what is the difference between 'normal' or 'coroutine' ? 13:59 erlehmann Oblomov do you know about wireworld? https://en.wikipedia.org/wiki/Wireworld 13:59 Oblomov erlehmann: yeah I read about it in an old sciam 14:00 erlehmann what is a sciam? 14:00 erlehmann scientific american? 14:00 erlehmann Oblomov http://golly.sourceforge.net/ 14:02 Oblomov erlehmann: yes, sciam is scientific american 14:07 erlehmann i think pilzadam may have made a wireworld mod once 14:07 erlehmann Oblomov https://yewtu.be/watch?v=4Vyp67kOVKs 14:12 MTDiscord Wireworld is really cool and was actually one of the candidates I would have considered for NodeCore's logic systems, if (1) it weren't so node-change-intensive, and (2) it hadn't already been done long ago. 14:14 erlehmann what do you mean with node-change-intensive? 14:14 erlehmann i mean the prisms also have “electrons” 14:14 erlehmann they light up 14:15 MTDiscord In order to send a steady "1" signal in wireworld, you have to have all affected nodes constantly cycling between empty->head->tail, whereas with nodecore's simple stateful optics, you only need to worry about 0<->1 transitions. 14:15 MTDiscord Also, the ability to have a circuit in steady state across block unload boundaries is rather important. 14:18 erlehmann i see 14:18 Samson16 rubenwardy 14:18 Samson16 Okay. 14:20 Samson16 It says I don't have any  permissions. 14:20 Samson16 Ugh, it's been so long since I was last on Minetest I've practically forgotten everything. 14:27 Samson16 Is there a way to remove unknown nodes? 14:28 MTDiscord https://content.minetest.net/packages/AntumDeluge/cleaner/ 14:30 rj1 i dont care for any of this 14:31 rj1 i mean yes i do 14:36 Samson16 Thanks. 14:39 Samson16 I just got this error message: 14:39 Samson16 ModError: Failed to load and run script from C:\Users\Samson.COZEN2\Desktop\Portable video games\minetest-5.5.0-win64\minetest-5.5.0-win64\bin\..\mods\plantlife_modpack\youngtrees\init.lua: 14:39 Samson16 ...-win64\bin\..\mods\plantlife_modpack\youngtrees\init.lua:136: attempt to call field 'register_on_generate' (a nil value) 14:39 Samson16 stack traceback: 14:39 Samson16 ...-win64\bin\..\mods\plantlife_modpack\youngtrees\init.lua:136: in main chunk 14:39 Samson16 Check debug.txt for details. 14:40 Samson16 Seriously? Okay. I have an error message. Could someone help me with it? 14:41 Samson16 Let's see. 14:41 Samson16 Actually, it's okay. Doesn't matter. 18:52 Pexin Samson16 rubenwardy: one time my college sysasmin copied the department auth db, reset a student passwd (who was not present) to check a thing for us (I was a TA), then copied it back afterward, during busy usage hours. heh. 18:55 MTDiscord Bruh, why'd he "copy" the auth DB? Why not just start a transaction to reset the password? 19:00 jonadab Not all relational databases support transactions. 19:01 jonadab Especially if this was a while ago. 19:02 Yad Does Minetest automatically execute the `init.lua` in every mod on player join? Seems like my code is never being arrived at. 19:03 jonadab I thought init.lua on enabled mods was executed when the world was loaded, when the server started up. 19:03 MTDiscord init.lua is indeed executed on world load 19:03 Yad jonadab: oh right, I meant that, since I'm in singleplayer lol 19:03 MTDiscord but there is register_on_joinplayer which can run a callback whenever a player joins 19:04 Yad Roller: Sorry I misspoke 19:04 MTDiscord oh alright sorry 19:04 Yad np :) 19:04 MTDiscord runs away in embarrassment 19:04 Yad Oh you're only slightly delayed :D 19:04 Yad the fact remains even a minetest.chat_send_all("Woot") does nothing 19:04 MTDiscord jonadab: Transactions aren't new at all. 19:05 Yad luatic: Is there some mod list I need to use? 19:05 MTDiscord Yad: Not on player join. You have to use register_on_joinplayer for that. 19:05 MTDiscord if your doing it at load time, there is no chat to send it to 19:06 MTDiscord TBH MT should output something in that case 19:06 MTDiscord A warning or something 19:06 Yad luatic: Yes I meant on world-load. It's singleplayer so those are happening at the same time. 19:06 jonadab luatic: Depends what you compare them to. But when I was in college, some of the low-end database engines didn't support them. 19:06 Yad luatic: Oooh, no chat to send to...interesting... 19:06 MTDiscord incorrect yad 19:06 MTDiscord Yad: No, those are not happening at the same time. 19:06 MTDiscord Load time is usually "before" join time. 19:07 Yad luatic: I understand on a technical level yes, two things can't happen at the same time... 19:07 Yad ...but is it not typical to send debug chat tests in the init.lua file of a mod? 19:07 sfan5 it is not typical because it does not work 19:07 Yad sfan5: So it seems! :D 19:08 MTDiscord if you want to test stuff at load, like stuffing a table full of stuff, just temp make the table global, and use //lua minetest.chat_send_all(dump(global)) to see whats there 19:08 jonadab There's a way to output messages that will show up in the terminal window where the server is started at the command line, assuming it's started that way (which isn't always the case). 19:08 rubenwardy you need to use the logger, or delay running until a player joins 19:08 jonadab And then there's logging. 19:08 Yad I'm confused because I feel like I've done this before... 19:09 rubenwardy also, busted is nice for *unit* testing 19:09 Yad ...but I was wrong: it was always inside a minetest.register_on_joinplayer( or similar :D 19:10 Yad So it's not that I'm using the wrong file `init.lua` I just need to wrap the function call inside another which actually gets called by Minetest. :D 19:14 Pexin luatic jonadab: it was around 2011 and I don't know the DB detailss 20:24 Yad How is it possible that I am getting a "cannot concatenate nil" error when I literally have `if name ~= nil then minetest.register_node(minetest.get_current_modname()..name, {}) end` ? 20:25 Yad The error indicates it begins on the line with register_node there. 20:26 BuckarooBanzai Yad: _when_ do you execute that command? On init time or later? ;) 20:26 Yad BuckarooBanzai: heheheh minetest.register_on_joinplayer(function() 20:27 BuckarooBanzai uhm, i don't think that's even gonna work :/ 20:27 Yad Let me see...is there a preferred maximum number of lines I can paste here? 20:27 BuckarooBanzai pastebin for larger things i guess 20:27 Yad Maybe a preferred pastebin? 20:27 BuckarooBanzai or a gist 20:27 erlehmann Yad, https://mister-muffin.de/paste 20:27 Desour players join *after* load time, you can't register nodes there 20:28 Desour and minetest.get_current_modname() is probably nil 20:29 Yad https://pastebin.com/vzUmQjkC 20:30 BuckarooBanzai can't you do that without the on_joinplayer callback? looks pretty useless there... 20:30 sfan5 well then the debug output to chat won't work 20:30 sfan5 this situations can't be fixed 20:30 sfan5 -s 20:31 Yad BuckarooBanzai: the chat_send_all wouldn't do anything ... sfan5 yep 20:31 MTDiscord get current modname is nil 20:31 MTDiscord and register a node when a player is joining is undefined behavior 20:31 Yad Jonathon: I added that because of the nil error xD 20:31 BuckarooBanzai how about `minetest.log`? 20:31 Yad Jonathon: Ohhh, yes yes yes 20:31 Yad Can't call register_node in the on_join_player 20:32 MTDiscord you can, its just undefined behavior 20:32 MTDiscord Hmm... wonder what happens 20:32 MTDiscord it works, you just have to reload for the node to actually display anything 20:32 Yad Jonathon: Well...it's nil! :D 20:33 MTDiscord no, its not 20:33 MTDiscord get current modname is ni; 20:33 MTDiscord *nil 20:33 MTDiscord read your own error 20:33 Yad Jonathon: Well that's the error type...I already had it with just "name" and the error said can't concatenate nil 20:33 MTDiscord What does display anything mean? Is it airlike, 'undefined node', or void like? 20:34 MTDiscord I mean if you set a node to it 20:34 MTDiscord it has the unknown node texture 20:35 Yad This is the error when I use just `name` without the modname call: https://pastebin.com/rxBjehGB 20:36 Yad I think you're right that I simply cannot use register_node inside on_join_player 20:37 MTDiscord There are many functions that may only be called at load time. The API should perhaps be more clear about this, but I believe somewhere it says "call these functions only at load time" for the registration funcs 20:38 Yad luatic: Thanks. By moving the register_on_joinplayer to include only the debug dumps, it works as expected. Complains about the lack of colon rather than mistakenly thinking it's nil 20:38 MTDiscord works just fine for me 20:38 MTDiscord minetest.get_current_modname() may only be called at load time as well. You can solve this by storing it in a variable accessible to the functions that need it. Example: local modname = minetest.get_current_modname(); minetest.register_on_joinplayer(function() minetest.chat_send_all(modname .. " loaded!") end). 20:38 MTDiscord you need the ":" in front 20:39 MTDiscord Again, please have a close look at the docs. It says "returns the loading mod name" and "when loading" there: https://github.com/minetest/minetest/blob/e54f5e544f27860ba2fa6bfea1a4e1fa3f5d4941/doc/lua_api.txt 20:39 MTDiscord again, as i said above, you can get it to work, its just undefined behavior 20:40 MTDiscord minetest.register_node(":whateverTheHeckYouWant", {}) works 20:40 MTDiscord probably because the engine internally is trying to get modname and failing, but : makes it ignore that 20:43 Yad luatic: Now I need to know if there's a way to loop on an arbitrary number of dimensions (as opposed to hard-coding for i...for j...for k...etc., where the number of dimensions is known in advance) 20:43 MTDiscord Yes, that's possible. One way to go would be recursion. 20:44 MTDiscord But such algorithms are usually extremely inefficient anyways and thus unsuitable for the tight time bounds imposed by Minetest server steps. 20:45 Yad luatic: Yes fortunately I would only need to use it for node registration. 20:45 MTDiscord Well, how many loops do you want to nest? 20:45 Yad luatic: That is precisely what I do not know yet. :) 20:46 Yad luatic: I'm trying to write my code so that I can add additional variables into my list later. 20:46 Yad luatic: Without having to re-write the register_node call every time I add a variable. 20:46 MTDiscord There's a max of something like 32^k nodes. Every loop at the very least doubles the amount of nodes I guess. So that's a max of 16 loops, probably more like 15. 20:46 Yad luatic: Such that the name of each registered node is unique based on its variables. 20:46 MTDiscord But spamming node registrations this way usually isn't a good idea. 20:47 MTDiscord But why would you need multiple nested for loops to determine unique IDs? Simply increment some counter or the like, or even better, make the name dependent on the variables. 20:47 Yad luatic: Well I can't imagine needing more than (2^8)*128 = oh...32768 which is exactly what you said xD 20:48 Yad luatic: I thought it would be lovely to have the nodes actually named according to their attributes. :3 20:48 Yad luatic: like flag bits, or a genome 20:49 Yad luatic: for example, grass_AHFC might have height = 1, seed_count = 8, fibre = 6, heat_resistance = 3 20:50 MTDiscord Many of these properties sound like they might not need a different node. 20:50 Yad That is an encouraging thought! 20:50 Yad But I thought nodes had to be exactly the same as each other? 20:50 MTDiscord Seed count for example: Unless you want a physical indication, you might store this somewhere in the meta. 20:50 Yad (Until metadata is added ) 20:51 Yad (lol) 20:51 Yad I did want physical indications...but maybe that is a bridge too far for Minetest. 20:51 MTDiscord The only thing you use separate nodes for is different appearances 20:51 Yad Yeah. 20:51 MTDiscord not quite 20:51 MTDiscord but mostly, yes 20:51 MTDiscord for different colors (or different colors of just parts), you might use color paramtypes 20:52 MTDiscord you might also use separate nodes for other nodedef stuff though 20:52 MTDiscord say different viscosity 20:52 Yad luatic: and that would be only for colorization, not changing the texture image? 20:52 MTDiscord colorization applies to the texture? 20:52 MTDiscord or parts of the texture 20:52 Yad I don't want colorization I want different textures xD 20:53 MTDiscord colori'ation can apply to one (or more) of an over or underlay 20:53 Yad But you suggested colorization as one of the degrees of freedom in Minetest for the saeme node :) 20:53 Yad *colorisation ;) 20:53 Yad *colourisation? 20:53 MTDiscord @criticalfault42 your area 20:54 MTDiscord Colorization is a degree of freedom 20:54 Yad It's an interesting idea. I see the general theme is that I should group nodes as much as possible by their non-visual traits in order to have fewer definitions. 20:54 Yad luatic: Yes, it is. 20:54 MTDiscord Thank you 20:54 MTDiscord There are more degrees of freedom though 20:54 MTDiscord Say leveled, that might be useful for growing crops 20:55 Yad luatic: It just doesn't seem very useful to my visual thinking...unless I could use color to represent different plant species or something. 20:55 Yad Basically I'm simulating the process of developing cultivars. 20:55 Yad So that "wheat" isn't just already there in the wild. 20:55 MTDiscord Or liquids, or raillike, or all the other drawtypes. All have degrees of freedom usually based on paramtype2. 20:55 Yad Such that you have to start with grass and selectively breed it into wheat. 20:55 MTDiscord Yad: I was thinking certain properties might be associated with certain colors. 20:56 MTDiscord Use entities for grnss 20:56 MTDiscord *grass 20:56 MTDiscord I.e. the more reddish the wheat, the more heat resistant it is or smth 20:56 Yad MisterE: I was hoping it wouldn't come to that. xD 20:56 MTDiscord Don't use entities 20:56 MTDiscord Why not? 20:56 MTDiscord Entities are horrible 20:56 MTDiscord Entities are limited 20:56 MTDiscord You may consider using entities for very few grass nodes 20:56 Yad MisterE: They're highly resource-intensive on the server and the client. 20:56 MTDiscord Perhaps the ones very close to the server, IDK 20:56 MTDiscord Yeah 20:57 MTDiscord Consider a simple 16x16 field of wheat 20:57 MTDiscord Farming often uses large fields 20:57 MTDiscord Not an issue with nodes, very problematic with entities 20:58 MTDiscord This is basically the main issue of Minetest: Entities are very flexible but way too expensive, and nodes are way too "static" but performant 20:59 MTDiscord hopefully voxel area ents will alleviate that somewhat 20:59 MTDiscord Nah, we need to optimize entities 20:59 MTDiscord in multiple regards 20:59 MTDiscord you already heard of our efforts ;) 20:59 MTDiscord Yes that too 20:59 MTDiscord VAEs are useful for bulk stuff 21:00 MTDiscord Yeah I'm really looking forward to them for things like airships 21:11 Yad luatic: Your remark about nodes vs. entities tradeoff as the central problem with Minetest presently, I think is very apt! :D 21:13 Yad Are VAEs already a thing? :D I have imagined they must be possible. I don't even know what the letters stand for but it's obvious you're talking about matrices of nodes which matrices can move independently of the main world. 21:15 erlehmann Yad try this? https://git.minetest.land/Mineclonia/mcl_meshnode 21:15 erlehmann I believe GreenXenith had something way more advanced 21:46 MTDiscord well well, hacks using current entities are already possible 21:46 MTDiscord the cheapest hacks use lots of attached entiteis 21:46 MTDiscord more advanced hacks might generate models and send them as dynamic media 21:46 CieNTi do someone knows, speaking about 'basic_robots' mods, what is the difference between 'normal' or 'coroutine' ? 21:47 MTDiscord but there's not proper engine support 21:56 Desour CieNTi: doesn't that mod have help pages in the robot gui? 21:57 CieNTi yes, but not very verbose, check it -> https://github.com/ac-minetest/basic_robot/blob/master/robogui.lua#L316 21:57 CieNTi or maybe is not about the mod and is about Lua ... i'm not new to programming, but noob at all with Lua xD 21:58 CieNTi "noob at all" .... mmm ... english ... -> im a full noob about lua, is what i meant 21:58 Desour mh, yes it's not a good help info at all 22:01 sfan5 well it seems that coroutines can be paused 22:01 Desour afaik the robots can normally just do one dig operation (and similar) per execution of the robot code. if you do the coroutine thing, it probably uses coroutines to pause the execution of the code and resume it later where it stopped. coroutines can be used for implementing this 22:01 sfan5 and others can't 22:01 MTDiscord How can I become a member of https://github.com/minetest-mods/ ? 22:01 CieNTi I see 22:02 CieNTi but the "pause" ... is like when in an rtos you friendly leave your task to let other task to continue? or it is something like "you have limited ops per cycle, and a pause just wait for the next cycle" ? 22:02 CieNTi because I cannot find the use of the cooperative point of view 22:03 CieNTi and I assume in pure Lua, the coroutine is with more than one process in mind ... am I wrong? 22:05 sfan5 @luatic try to find out if there's a defined process for it 22:05 Samson1 I remember there was a mod which generated a world map view that you could see in a web browser, someone wouldn 22:05 Samson1 't happen to remember what it's called? 22:06 sfan5 CieNTi: pausing a Lua coroutine will not block excetion of other code, I assume the robot code works similarly 22:07 Desour lua's coroutines are just coroutines (). IIRC, the robot mod tries to insert some yield operations at loops and co., this is where the preemptiveness comes from 22:07 CieNTi yeah but that is the point -> "what other code" speaking about the robot itself? I just have a text to be executed, and can be coroutine or not ... but I have no more than one code per robot (books can be used, but still, is a single source of code, and can be coroutine or not) 22:08 erlehmann Samson1 https://github.com/minetest-mapserver/mapserver 22:08 CieNTi Desour: checking your link ... 22:08 Samson1 Thanks. 22:10 CieNTi Ok read the coroutine wikipedia, and is clear the meaning for me .. but then going out of lua to the robot itself, I still has the same doubt about "what other code" (if so) :S 22:10 CieNTi thanks Desour 22:10 CieNTi and sfan5 22:26 Samson1 What's the Worldedit command to delete chunks? 22:29 sfan5 //deleteblocks 22:30 sfan5 be warned that it may delete or otherwise affect more than the area you have selected 22:31 Samson1 Even after area pos? 22:33 sfan5 after what 22:34 Samson1 Selecting the area I want to delete using //pos1 and //pos2 with World Edit. 22:35 sfan5 how you select the area does not matter, it can affect more than that 22:35 Samson1 Huh. 22:35 Samson1 I used to use WorldEdit to do it and it ONLY cleared the selected area. 22:36 Samson1 I used to use it all of the time for parts of maps I didn't like. 22:36 MTDiscord unless you mean setting to air, then pretty sure its never been that way 22:36 Samson1 No, not air. 22:37 Samson1 If I set it to air the map wouldn't regenerate. 22:38 Samson1 Well, I suppose this will have to do haha! Thanks. :) 22:52 Samson1 Right, so I've got a weird issue. chunks aren't regenerating after //deleteblocks but also the map appears to have a border now that nothing will generate outside of. 23:15 Samson1 Is there any way I can get the map gen to start generating again? 23:18 erlehmann Samson1 which game are you using? 23:18 erlehmann Samson1 if you are using mineclone5, it has an “opinionated” map generator idea that could lead to this 23:18 erlehmann basically, it saves what is generated in mod storage 23:18 Samson1 No, I'm using V6. 23:19 erlehmann ah ok 23:20 Samson1 A tiny corner of the map got corrupted by another mapgen (my fault) along with some other areas, I started deleting and regenerating the chunks until I got to one which crashed Minetest. That was maybe four years ago and the save I'm on now is a much older version from before I started deleting them.