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IRC log for #luanti, 2025-07-06

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All times shown according to UTC.

Time Nick Message
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03:00 Kimapr Does the serverlist not allow more than two servers to be announced to the serverlist?
03:01 Kimapr per IP
03:01 Kimapr i'm having a mysterious issue where only one of the servers gets actually announced, despite no signs of failure being there on my end
03:02 Kimapr only two*
03:33 [MatrxMT] <Blockhead256> does the server that is sending the announce have the same IP as the actual server?
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04:12 Kimapr Blockhead256: yes
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09:20 sfan5 Kimapr: there should be a visible error message if there was a problem announcing the server, but if you give me the IP I can check
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10:11 repetitivestrain How should one temporarily override a server's static_spawn position without altering the setting permanantly in singleplayer?
10:12 sfan5 by using core.register_on_respawnplayer of course
10:17 repetitivestrain sfan5: this doesn't influence newly registered players
10:17 repetitivestrain which just delegate to server->findSpawnPos
10:17 repetitivestrain (see ServerEnvironment::loadPlayer
10:17 repetitivestrain )
10:18 [MatrxMT] <Blockhead256> it's usual practice to use Lua to choose a respawn point though, that's very very common
10:19 repetitivestrain yes, but these approaches have never worked with players that have just registered
10:20 repetitivestrain i think modders have simply never noticed because the results of the engine's spawning algorithm taking their place are seldom catastrophic
10:20 repetitivestrain ...except when the mapgen is singlenode and its heightmap places the player squarely at the foot of an enormous jagged peak, or marooned at sea
10:21 repetitivestrain rather, within the base of an enormous jagged peak*
10:22 sfan5 repetitivestrain: the answer to that is core.register_on_newplayer, of course
10:22 [MatrxMT] <Blockhead256> rather than on_respawnplayer, the usual callback is on_joinplayer
10:22 [MatrxMT] <Blockhead256> `if last_login ~= nil then return end player:set_pos(spawn)`
10:23 repetitivestrain sfan5: will try, thanks
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10:29 sfan5 you can see a good code example here https://github.com/luanti-org/luanti/blob/master/builtin/game/static_spawn.lua
10:29 sfan5 though strangely enough this code is actually redundant and useless because C++ handles this already
10:30 repetitivestrain yeah, I just saw that file and asked myself the same question
10:32 repetitivestrain Works, thank you
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20:11 MinetestBot [git] PtiLuky -> luanti-org/luanti: Formspec: Fix newline conversion on Windows (#16311) 51a453c https://github.com/luanti-org/luanti/commit/51a453ca7bc53b3a0ce6f390ce67113672e5f71c (2025-07-06T20:10:51Z)
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