Time Nick Message 00:12 fluxionary actually, that won't work, the c++ code clears the attachment immediately after :\ 00:32 mazes_80 ah, I missed your reply as this laptop was not connected to irc, copied from workstation 00:33 mazes_80 any hints about parent or child would be nice, but can't do much after this message is printed out 00:34 v-rob As things stand, is there a way to conditionally show or hide part of a nodebox besides connected and disconnected nodeboxes? 00:35 v-rob I want to see if I can get my registered node count down. 01:34 fluxionary mazes_80: solution either involves improving the logging in the c++ code, or recording every attach/detach call in every mod that uses them. first step might be to understand every place things get attached in your mod set 01:35 fluxionary v-rob: i don't think so. i'm working (off-and-on) on some ways to reduce node count when using mods like moreblocks, which register a lot of variants of some nodes 01:36 fluxionary v-rob, but releasing a tool to manage variants is probably not a high enough priority until next calendar year 01:37 v-rob Eh, I'm mainly worrying about the hard node limit of ~32000 that Minetest has. Lots of these nodes are identical except they have a few additional nodeboxes bolted on. 01:38 fluxionary v-rob: yup, moreblocks is a major contributor to that 01:38 fluxionary v-rob: eventually i want to make a tool for server admins to remove unused variants, and an easy way to add new variants as needed 01:39 v-rob Interesting 01:39 fluxionary but registering 49 different variants by default for every node? that doesn't scale w/ the game's limits 01:39 fluxionary also, made a new api for moreblocks so that mods like facade and pkarcs can make use of these features if they choose 01:40 fluxionary v-rob, see https://github.com/minetest-mods/moreblocks/pull/191 03:03 mazes_80 fluxionary: yes I guess improving logging part is what I target. I already looked a bit, not very encouraging but I guess that's how things get when looking any project at first 03:04 fluxionary mazes_80, if you've got specific mod code you think might be involved, i could look at it a little 03:05 mazes_80 nope, it what I try to do, find the guilty one 03:06 mazes_80 or those who doesn't want to co-operate 15:18 mazes_84 fluxionary: c++ side was the best to get info I needed, could fix flood easy after identifying target 21:43 fluxionary glad that helped :) 21:44 fluxionary what's the best way to check if two itemstacks are identical? 21:54 MTDiscord Convert to tables and compare? 21:57 fluxionary yeah, seems to be 21:57 fluxionary cuz the order of the keys in the metadata can be arbitrary 21:59 sfan5 lobby the engine for an :equals() method 22:01 fluxionary it'd be possible to override == even, right? 22:39 fluxionary sfan5: you guys do enough, i made a PR: https://github.com/minetest/minetest/pull/12771