Time |
Nick |
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repetitivestrain |
redundantcc: if i haven't made myself clear, i'm speaking of the New World dialog |
00:49 |
MTDiscord |
<redundantcc> repetitivestrain: yeah I figured from context. |
00:49 |
MTDiscord |
<redundantcc> Though I still feel we need a better system for registrating New World Generation types that aren't just hard coded in. |
00:50 |
repetitivestrain |
Why would it be necessary or problematic to create a new Lua environment per game when one is only needed when creating a new level |
00:54 |
MTDiscord |
<redundantcc> So I'm confused by the terminology new level, since that could be referring to Y levels or World save data, but for me the biggest issue comes from the fact that you want to sandbox the more restrictive mod code from the less restrictive main menu code. However if it were up to me I would just use a setting in a configuration file somewhere like conf generator_extends= singlenode generator_name=multinode |
00:55 |
repetitivestrain |
Sorry, I meant world |
00:55 |
repetitivestrain |
Minecraft refers to them as levels |
00:55 |
MTDiscord |
<redundantcc> Sorry for the formatting, I'm typing on a tic tac |
00:55 |
MTDiscord |
<redundantcc> Yeah no worries I figured |
00:55 |
repetitivestrain |
anyway that won't suffice for the simple reason that our map generator is capable of providing more options than the default dialog supports |
00:55 |
repetitivestrain |
"singlenode" is pretty meaningless |
00:56 |
MTDiscord |
<redundantcc> But from a design perspective it seems entirely doable, it's just the kind of thing that would get debated before it ever got an implementation. Less of a design issue and more of an issue of people not liking their bike shed painted a certain color permanently via API backwards compatibility |
00:57 |
MTDiscord |
<redundantcc> Which is I would guess where singlenode got its name |
01:00 |
MTDiscord |
<redundantcc> The beauty of the config solution is it you don't even have to change any code, only the menu API reads that part of the config. The code itself actually just sets the world generator to your extension, and the code is basically transparent in terms of necessary updates to get functionality. It's mostly just a ux Improvement so when you enable a mod it actually acts like it's adding a world gen type, rather than instructing you to pick a |
01:00 |
MTDiscord |
pre-existing World Gen type to override |
01:01 |
MTDiscord |
<redundantcc> Or in other words it's an aesthetic change rather than a code one, where you add two lines to your config file and the menuing system is just better/ more intuitive |
01:01 |
MTDiscord |
<redundantcc> But all that complexity has to go somewhere, and I can understand if they don't want to take on more technical debt to have a better product. |
01:01 |
MTDiscord |
<redundantcc> Especially if they give away that product for free. |
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04:13 |
[MatrxMT] |
<Blockhead256> singlenode can be configured to place nodes other than air, but only one kind, hence the name |
04:14 |
[MatrxMT] |
<Blockhead256> luanti is a do-ocracy, so think about what you want in a new world dialogue revamp and prototype it. Maybe it won't get immediately shot down in review |
04:36 |
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07:26 |
matteobin |
Good morning everyone! |
08:00 |
[MatrxMT] |
<Bracket> Hello |
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13:45 |
matteobin |
What is your favourite Minecraft-like Luanti game and why? |
13:46 |
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14:00 |
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14:23 |
[MatrxMT] |
<Bracket> Isn't mineclone and voxellibre the only ones |
14:27 |
[MatrxMT] |
<Blockhead256> there are a few smaller ones like https://github.com/rollerozxa/minecraftnt-classic |
14:33 |
[MatrxMT] |
<Bracket> <strikethough> little ones dont count </strikethough> |
14:36 |
matteobin |
I played Mineclonia as well. |
14:40 |
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15:32 |
Helenah |
rubenwardy: Hi, I searched for "minetest semi-official steamdeck" in community layouts of steam input but nothing comes up. |
15:33 |
Helenah |
Note, I am using an xbox controller on a PC, not a steam deck, I figured I could remap it. |
16:01 |
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21:19 |
Juri |
There is a staggering amount of 6329 accounts in my auth database that show "last_login" -1 |
21:20 |
Juri |
I have no experience with cleaning up accounts as you can tell. Is it safe to just delete these entries while the server is not running or should I use `core.remove_player_auth(name)` instead? |
22:04 |
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22:06 |
sfan5 |
it just does the exact same |
22:10 |
Juri |
Okay that's cool, doing it with one SQL query is way faster and simpler than doing it with a mod |
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