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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? |
04:00 |
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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 |
09:23 |
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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 |
10:28 |
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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 |
10:59 |
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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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