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IRC log for #luanti, 2025-08-28

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06:25 repetitivestrain luatic: regarding https://github.com/luanti-org/luanti/issues/16229, i think my map generator would be more illustrative, since it implements both ahead of time structure layout for large structures, and a second feature generation pass which places features (decorations which vary by terrain too much or which are too common to be placed in advance) once surrounding context is available
06:25 repetitivestrain https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/post_processing.lua
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06:25 repetitivestrain the post-processing pass is implemented here
06:26 repetitivestrain https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua
06:26 repetitivestrain and the ahead-of-time structure placement is implemented here
06:26 repetitivestrain https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua#L803
06:26 repetitivestrain mcl_levelgen.prepare_structures is invoked when terrain is generated to generate and cache structure positions within 8 blocks of the chunk being generated
06:27 repetitivestrain https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua#L958
06:27 repetitivestrain and every intersecting piece of such a structure is individually placed in each mapblock constituting the chunk being generated
06:29 repetitivestrain also would you communicate that such facilities in the engine are not likely to be useful unless it is possible for earlier stages to record metadata in generated mapblocks which may be accessed and _updated_ by subsequent ones?
06:31 repetitivestrain my decoration system requires a terrain heightmap which is not truncated to the extents of the generated mapchunk, and arbitrary metadata recorded by saved structure pieces specifying additional features to be generated at a given position
06:33 repetitivestrain villages, for instance, employ this facility: https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_levelgen/structures.lua#L1740 to generate hay bales: https://codeberg.org/mineclonia/mineclonia/src/commit/mineclonia_mapgen/mods/MAPGEN/mcl_villages/lg_register.lua#L944
06:38 repetitivestrain also i agree 100% with your conclusion.  my map generator does not require any degree of overgeneration and functions normally under any number of mapgen threads, although i think it is not necessary to cache small and numerous features such as trees
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08:46 LapGameASC found this workaround to have leaf nodes have extra part to the texture only when set to opaque a few weeks ago: have the texture for the node contain the part that is only found when opaque, but have that part at 1% opacity, and make sure to save it in a way that keeps the partial transparency
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10:08 [MatrxMT] <birdlover32767> is there a way to get the amount of players that have joined a world or do you have to count them yourself?
10:09 [MatrxMT] <birdlover32767> oh, probably counting on join and storing if a player has been counted in meta is a good solution
10:11 [MatrxMT] <Blockhead256> yes, although that is not going to work on a server unless it's there at launch
10:11 [MatrxMT] <Blockhead256> https://github.com/luanti-org/luanti/issues/15659
10:14 [MatrxMT] <Blockhead256> aha, core.get_auth_handler().iterate()
10:15 [MatrxMT] <birdlover32767> i want to store players after the mod has been added
10:15 [MatrxMT] <Blockhead256> well, assign to a local variable then .iterate() in a loop
10:16 [MatrxMT] <Blockhead256> counting each player once or potentially multiple times?
10:16 [MatrxMT] <birdlover32767> once
10:16 [MatrxMT] <birdlover32767> but after they join with the mod
10:16 [MatrxMT] <Blockhead256> then the on_join solution you mentioned would be the way
10:25 [MatrxMT] <Blockhead256> already solved, no need to make a Q&A thread yay https://forum.luanti.org/viewtopic.php?t=21582&amp;p=338394
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10:53 [MatrxMT] <birdlover32767> okay, now i have another problem
10:53 [MatrxMT] <birdlover32767> on localhost i have 2 players ("admin" and "user")
10:54 [MatrxMT] <birdlover32767> but when i try punching the other player (as any of the 2 players) they don't take damage
10:54 [MatrxMT] <birdlover32767> when i look at the f5 menu to see their hp it flashes from 14 or whatever to 20 instantly (probably client prediction)
10:55 [MatrxMT] <Blockhead256> are you sure you have damage turned on when launching?
10:55 [MatrxMT] <birdlover32767> yes, the hearts are visible
10:56 [MatrxMT] <birdlover32767> for context: fall damage and node damage still works as expected
10:56 [MatrxMT] <birdlover32767> i even tried ctf and the bombs did not work on myself/the other players
10:57 [MatrxMT] <Blockhead256> are you sure PvP is turned on when launching?
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10:57 [MatrxMT] <birdlover32767> i cannot find a setting with "pvp" in the settings
10:58 [MatrxMT] <Blockhead256> ```
10:58 [MatrxMT] <Blockhead256> #    Whether to allow players to damage and kill each other.
10:58 [MatrxMT] <Blockhead256> enable_pvp (Player versus player) bool true
10:58 [MatrxMT] <Blockhead256> ```
10:58 [MatrxMT] <birdlover32767> https://matrix.org/_matrix/media/v1/download/matrix.org/IliYoLywvULhSxfqFmQDUmPW
10:59 [MatrxMT] <birdlover32767> i'll try searching in minetest.conf and see what it brings up
10:59 [MatrxMT] <birdlover32767> oh, pvp was turned off
10:59 [MatrxMT] <Blockhead256> this is an excerpt from builtin/settingtypes.txt
11:00 [MatrxMT] <birdlover32767> so it should be visible in the settings, right
11:01 [MatrxMT] <birdlover32767> it's apparently in the hidden section
11:01 [MatrxMT] <birdlover32767> so that's why i couldn't see it
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