| Time |
Nick |
Message |
| 00:10 |
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| 00:14 |
calcul0n |
so, latest minecraft has bees and beehives now |
| 00:14 |
calcul0n |
this minetest clone is promising :) |
| 00:18 |
swift110 |
nice |
| 00:35 |
aldenp |
hi, does anybody know a good way to disable mesecons luacontrollers? the unfortunate thing is that they're required for the crafting recipes of several other mesecons items |
| 00:36 |
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| 01:10 |
luk3yx |
BluedelaOof[m]: In 5.0.0+ there's minetest.remove_detached_inventory(). |
| 01:10 |
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| 01:11 |
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| 01:12 |
BluedelaOof[m] |
Lol I didn't see that in the documentation |
| 01:12 |
BluedelaOof[m] |
what are the parameters? |
| 01:14 |
nepugia |
what doc did you check? |
| 01:14 |
nepugia |
>`minetest.remove_detached_inventory(name)` |
| 01:14 |
BluedelaOof[m] |
rubenwardy's modding book |
| 01:14 |
BluedelaOof[m] |
also, thanks |
| 01:15 |
rubenwardy |
!doc |
| 01:15 |
rubenwardy |
!docs |
| 01:15 |
ANAND |
!book |
| 01:15 |
MinetestBot |
ANAND: Minetest Modding Book - https://rubenwardy.com/minetest_modding_book/ |
| 01:15 |
rubenwardy |
!rtfm |
| 01:15 |
MinetestBot |
Someone thinks you should read the manual. The development wiki is at http://dev.minetest.net, the regular wiki is at http://wiki.minetest.net. |
| 01:15 |
ANAND |
:P |
| 01:15 |
rubenwardy |
heh |
| 01:15 |
rubenwardy |
!lua_api |
| 01:15 |
swift110 |
hey rubenwardy |
| 01:15 |
rubenwardy |
!api |
| 01:15 |
MinetestBot |
Someone thinks you should read the API docs, please go to: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt |
| 01:15 |
rubenwardy |
there we are |
| 01:15 |
ANAND |
^ |
| 01:15 |
BluedelaOof[m] |
Lol |
| 01:16 |
ANAND |
Minetest Modding Book is great for starting out, but once you've gotten into developing mods, the official Lua API reference is a life-saver |
| 01:16 |
BluedelaOof[m] |
It was quite a while since I downloaded the book, so that might be a factor |
| 01:17 |
swift110 |
good |
| 01:17 |
BluedelaOof[m] |
tbh I mostly used the Lua API page |
| 01:20 |
swift110 |
oh |
| 01:31 |
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| 01:55 |
BluedelaOof[m] |
lol the function is nowhere in my copy |
| 01:55 |
BluedelaOof[m] |
I should update it |
| 01:58 |
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| 02:21 |
swift110 |
ok cool |
| 03:42 |
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| 03:58 |
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| 04:05 |
Edgy1 |
Warning: Falling back to using colors.txt from current directory. |
| 04:05 |
Edgy1 |
Warning: The width or height of the image to be created exceeds 4096 pixels! (Dimensions: 61872x50832) |
| 04:05 |
Edgy1 |
GD Warning: product of memory allocation multiplication would exceed INT_MAX, failing operation gracefully |
| 04:05 |
Edgy1 |
Segmentation fault (core dumped) |
| 04:05 |
Edgy1 |
how do i circumvent that minetestmapper error? |
| 04:27 |
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| 06:00 |
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| 06:01 |
Quiark |
don't make such a large image |
| 06:30 |
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| 10:19 |
sfan5 |
Edgy1: set smaller dimensions using --geometry |
| 10:21 |
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| 14:37 |
BurningPrincess |
Would moving somewhere within the same server be possable on a database level and how? |
| 14:39 |
BurningPrincess |
The only other ways I can think of moving the build is either worksite by worksite with WE or as a huge block but I think that would crash the server |
| 14:39 |
ANAND |
BurningPrincess: Do you want to convert the world into another DB? |
| 14:40 |
BurningPrincess |
ANAND: its how to move a 1000 x 100 x mayeb 200ish build upwards within a server |
| 14:41 |
BurningPrincess |
I mean 1000 x 200 x 1000 |
| 14:41 |
ANAND |
Oh ok, I misunderstood |
| 14:41 |
BurningPrincess |
I am unsure what the most practical way of moving this group of builds is within the sevrer that I don't host or run |
| 14:42 |
ANAND |
WE is the best option |
| 14:42 |
BurningPrincess |
As one block or worksite by worksite? |
| 14:42 |
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| 14:43 |
ANAND |
I'm not sure how performant WE is, when handling such a massive chunk of nodes. Maybe sfan5 can help you better |
| 14:44 |
BurningPrincess |
Sorry that I ask so many qestions |
| 14:44 |
sfan5 |
the answer is probably somewhere in the middle |
| 14:44 |
sfan5 |
start with each worksite on its own, then test the performance of moving two at once, etc. |
| 14:45 |
BurningPrincess |
Maybe bigger ones on their own, and smaller ones as a group. A 200 x 200 build lagged little |
| 14:46 |
BurningPrincess |
sfan5: ANAND Thank you |
| 14:46 |
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| 14:48 |
ANAND |
A (probably) more performant option would be to make a mod that uses an LVM, which takes two diagonals as input, splits the full coords into multiple equally-sized sub-chunks, and moves them one by one... |
| 14:48 |
ANAND |
Doing that for a single use would be a waste of effort though |
| 14:49 |
ANAND |
But it'd be nice to have in WE, provided it actually does improve performance (I sorta doubt it) |
| 14:49 |
BurningPrincess |
Its only going to be this once |
| 14:56 |
BurningPrincess |
ANAND: thanbk you for being so helpful |
| 14:58 |
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| 15:03 |
ANAND |
Yw, and good luck! |
| 15:05 |
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| 15:05 |
BurningPrincess |
Thanks |
| 15:30 |
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| 16:17 |
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| 16:31 |
BurningPrincess |
I noted with /mtschemcreate that I could not save over it with another /mtschemcreate (same filename) Is that normal? (I had a flawed schem and I tried to save a better one over it) |
| 16:31 |
rubenwardy |
I suggest using //save as it also works with meta |
| 16:34 |
BurningPrincess |
Thanks |
| 16:35 |
BurningPrincess |
rubenwardy: thank you, but I was using it due to the build's size and a lack of want to lag the server I play on |
| 16:39 |
lllI1I |
don't have time to properly ask rn but is there a way to remove an area from an AreaStore without knowing its id |
| 16:39 |
rubenwardy |
you could find it using the position? |
| 16:40 |
lllI1I |
I find it but that doesn't return an id afaict |
| 16:40 |
rubenwardy |
oh weird |
| 16:40 |
rubenwardy |
the whole point ofarea store is to allow searching without doing linear searching through a lua table |
| 16:40 |
rubenwardy |
maybe store the id in the data too |
| 16:41 |
lllI1I |
I store it in the protection node's meta but I think there's also a bug in AreaStore.to_string |
| 16:41 |
lllI1I |
not 100% on that but I have an orphaned area |
| 16:42 |
lllI1I |
and I think saving and reloading a few times was related to that happening |
| 16:42 |
lllI1I |
like maybe the id of the area changed somehow |
| 16:43 |
lllI1I |
gotta go now tho so |
| 16:43 |
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| 17:11 |
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| 17:19 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Fix default hand definition not using wieldhand.png 9c72560 https://git.io/fjNrS (2019-08-23T17:17:50Z) |
| 17:19 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Occlusion: Check for light_propagates and do mapblock bounds checks 6ada090 https://git.io/fjNr9 (2019-08-23T17:17:43Z) |
| 17:19 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Occlusion: Begin cleanup 7d016b4 https://git.io/fjNrH (2019-08-23T17:17:43Z) |
| 17:22 |
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| 20:18 |
MinetestBot |
[git] DS-Minetest -> minetest/minetest: Make Mapgen::spreadLight use a queue (#8838) b14aa30 https://git.io/fjNi3 (2019-08-23T20:16:50Z) |
| 20:28 |
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MinetestBot |
[git] sfan5 -> minetest/minetest: Restore approximate occlusion check e8716ff https://git.io/fjNXH (2019-08-23T23:41:55Z) |