Time Nick Message 00:01 MTDiscord i mean, after sharing, what are your goals for the user to do with it? walk around and look at it, play with it, etc? because using the minetest web client fork might be a good idea since then they can just go a link in there browser 00:04 Peter_Lankton i guess the goal is for them to just look at it. they can interact and build or break things but that only affects their copy. using the web browser fork might be better. 02:43 Peter_Lankton new question. i have a singlenode world. is there a way i can disable mapblock generation so the world cannot get bigger? but still let mods expand the world by manually creating new mapblocks? i know i can set mapgen_limit in map_meta.txt to 0. but then emerge_area doesn't seem to work. is there a way to disable automatic map generation but still use emerge_area? or some other way to create new mapblocks manually? 05:51 lissobone Dudes! 05:51 lissobone Men! 05:51 lissobone Nvm. 06:02 MTDiscord men? 😳 06:03 MTDiscord Que wha 06:35 jordan4ibanez[m] Nvm?? 🦔🦔🦔 07:14 lissobone Nope, I have found something. 07:14 lissobone I am fixing a bug in "schemedit". 07:14 lissobone Someone thought that minetest.read_schematic accepts filenames as its first argument. 07:15 lissobone The error is at line 119 in init.lua. 07:21 lissobone Weird. minetest.read_schematic() takes a schematic specifier as an argument and returns a schematic specifier. 07:21 lissobone I find this odd. 07:25 lissobone How to read a schematic then? 07:27 lissobone I am asking for a CERTIFIED expert, NOW! Or else I will SPEAK to your MANAGER!!! 07:27 lissobone (jk) 07:28 lissobone I think I have an idea. 07:29 lissobone A schematic specifier identifies a schematic by either a filename to a 07:29 lissobone Minetest Schematic file (`.mts`) or through raw data supplied through Lua, 07:29 lissobone in the form of a table. 07:30 lissobone Interesting. So the code is right, but it says that it fails to index a string value. 07:30 lissobone Maybe it indexes not the schematic, but the filename? 07:31 lissobone What if it's a bug inside of Minetest that causes it to fail reading a schematic from a supplied filename? 07:33 lissobone I did something and it worked! 07:33 lissobone Oops, it didn't. 07:37 lissobone It mentioned the call to export_schematic_to_mts() at line 516, but it's that very function that reads the schematic. 07:37 lissobone (It reads because it wants to export it to Lua if an MTS export succeeded). 07:39 MTDiscord gentle reminder from a not-moderator-of-this-channel to not use this channel as a stream of consciousness 07:39 lissobone I am aware. 08:27 lissobone I have analyzed how do other mods handle schematics. Worldedit, for instance, does not use minetest.read_schematic(), and it just places it directly from a filename. 08:47 calcul0n it's all you need if you just want to place a schematic 08:47 calcul0n the doc is not very clear but it says that a schematic specifier is either a filename or a lua table 10:35 Blockhead256[m] lissobone: It sounds like you want modgen 10:35 Blockhead256[m] https://github.com/BuckarooBanzay/modgen 10:35 Blockhead256[m] but with a switch to turn generation temporarily off as well 12:29 Megamichi hi 12:29 Blockhead256[m] hi Megamichi, first time on Minetest IRC? 12:41 Megamichi yes i have play of ONEBLOCK 13:02 lissobone Might use that. 13:03 lissobone Worldedit handles schematics just as fine. In previous versions, schemedit did not have such a bug. 13:17 MTDiscord lissobone in mcl2, our village code generates villages by getting the mts file, deserializing, changing and creating from that. it's not particularly performant code so i wouldn't recommend lift and shift, but i'm wondering if that part is what you wanted to do (schematic from string, not file) 13:17 MTDiscord https://git.minetest.land/MineClone2/MineClone2/src/commit/848003de85b7eefa8dab15521dd11cf1c2fc7348/mods/MAPGEN/mcl_villages/buildings.lua#L325 16:00 Peter_Lankton i take that as a 'no' then. well im sure i can come up with something. 16:14 Blockhead256[m] Peter_Lankton: I meant to address you not lissobone.. 16:14 Blockhead256[m] you both have a green profile placeholder when viewed from Matrix.. 16:19 Peter_Lankton oh lol. well i will take a look at that then 19:00 Peter_Lankton ok im trying to use that modgen mod but now my new world that i create with the exported modgen thing keeps crashing minetest and i get "A fatal error occurred: Failed to prepare query 'SELECT `data` FROM `blocks` WHERE `pos` = ? LIMIT 1': no such table: blocks" 19:00 Peter_Lankton i thought it was supposed to make that table when it doesnt exist. 19:01 Krock does it have write permission to do so? 19:02 Peter_Lankton it should. its all running as the same user. 19:13 Peter_Lankton well thats strange. its working now though. maybe it was one of the mods i had enabled. i must troubleshoot. 19:22 Peter_Lankton yep i figured out what was wrong. it was one of my mods. well i feel dumb :p but at least i discovered a bug in said mod and fixed it. 19:23 MTDiscord one of your mods interfered with the map backend driver? 👀 19:26 Peter_Lankton heh yep. a mod that i had made to answer my own question i had earlier about creating mapblocks when mapgen_limit is set to 0. its a trusted_mod that executes an sqlite command to make new blocks. it seems to work. the problem was that if it runs before a new map is made, it interferes with the map generation. i only want it to run when i use a secret item. however i had it run at start to test it. so i just had to 19:26 Peter_Lankton remove that line. 19:28 Peter_Lankton i just now had discovered that test line messes with new worlds. but not existing ones since the table was already created in existing ones. 19:29 MTDiscord Oh, that's interesting ... so rather than just having a cube centered at 0,0,0 like mapgen_limit gives you, you de facto approve/deny creation of each mapblock and can have arbitrary regions generated? 19:29 MTDiscord I could really use something like that because I have some of those "multidimension" type mods and would like to be able to have basically mapgen_limits per-dimension, e.g. be able to specify arbitrary-ish cuboids that can generate and leave everything else ungenerated... 19:31 Peter_Lankton yep that is my intention for my server map. so i can expand it when i need it. i wish there was a was a builtin method to do that. i tried emerge_area but that doesnt seem to work when mapgen_limit is 0 19:32 Krock wouldn't mgname = singlenode yield better results than mapgen_limit = 0 ? 19:34 MTDiscord It'd be kind of nice if there were simply an API for like mapgen_allowed(minp, maxp) and a mod could simply allow or deny that area. 19:34 Peter_Lankton i actually use a singlenode world on my server. one of the many things i dont like is when players fall of the edge and make the map database huge. 19:34 MTDiscord Using a singlenode mapgen won't prevent those areas from being generated, it'd fill them with air. And then when you want those areas to be generated, you couldn't fill them with normal terrain without reimplementing the mapgen. 19:37 Peter_Lankton Warr1024 i agree. an api would be useful. one problem with my mod i made is that sometimes the mapblock does exist but is filled with "ignore" which makes my 'INSERT INTO blocks...' command not work. which is partially fine because i dont want it to overwrite existing blocks. 19:40 MTDiscord My own hack workaround is to just allow those blocks to generate, but fill them with a "barrier" node that prevents players from encroaching into the area, and rely on compression, and the fact that it's difficult/impossible for players to explore very far into that region, to control disk space usage. I just carefully line those up with mapchunk boundaries so that if I ever wanted to expand my map, I could just raise mapgen_limit AND 19:40 MTDiscord then delete the mapblocks that are outside the old limit to clear the barrier nodes. 19:41 MTDiscord It seems like that is becoming less of an issue as players have been growing more and more reliant on the barriers in their build designs, so actually expanding the area seems less and less feasible... 22:52 jordan4ibanez[m] Does singlenode actually generate a single node? Or is it just a weird way of saying "blank"? 22:54 Peter_Lankton its called that because it generates a single TYPE of node. that being air. 22:54 jordan4ibanez[m] GASP 22:54 Peter_Lankton so yeah its like a weird way to say "blank" or "void" 22:54 rubenwardy you can change which node it generates, but it defaults to air 22:54 jordan4ibanez[m] That almost makes too much sense 22:55 jordan4ibanez[m] Wait so you can literally have a world that is nothing but cheese blocks? 22:55 rubenwardy sure 22:55 rubenwardy that's the dream 22:55 jordan4ibanez[m] gasp 22:56 Peter_Lankton hmm now i am curious. how do you change what node is generated? 22:56 jordan4ibanez[m] Beat me to it 22:56 rubenwardy minetest.register_alias("mapgen_singlenode", "cheese:block") 22:57 rubenwardy https://github.com/minetest/minetest/blob/master/doc/lua_api.md#setting-the-node-used-in-mapgen-singlenode 22:58 Peter_Lankton is it also possible for the alias to have a set param2? 22:59 jordan4ibanez[m] What is the best IRC client? 23:00 Peter_Lankton i use HexChat which is the one that came with my Linux distro. 23:02 rubenwardy Quassel has a nice custom bouncer, works well with multiple devices 23:02 rubenwardy Nice Android app too 23:12 jordan4ibanez Test 123 23:14 jordan4ibanez Yes quassel has not changed a bit, excellent 23:17 Peter_Lankton Blockhead256[m] so i tried the modgen mod you suggested. its not quite what i am looking for. but i like it. might use it for when i share minetest maps with people. it has encouraged me to play around with the minetest.register_on_generated function and its making me wish more and more that minetest had a multiverse system like minecraft lol. 23:23 Peter_Lankton especially if it was possible to dynamically load and unload them in code and set different map_meta.txt values for each.