Time  Nick              Message
11:24 BurningPrincess   Is it normal for placing schems with a  script to trigger growing trees and ores appearing in rock/. If so, how could it be a avoided?#
12:41 * BurningPrincess hugs riff-IRC
12:52 * riff-IRC        hugs BurningPrincess
12:58 sfan5             BurningPrincess: are you placing them in/near areas that haven't yet been generated?
12:59 BurningPrincess   sfan5, I think they was being places in areas not yet generatred due to the size of the load (1000x1000 ish))
13:00 sfan5             that might explain the unfortunate behaviour then
13:01 BurningPrincess   Is there any way I could force generatin of  those areas?
13:07 BurningPrincess   sfan5, is focing genetoion of the areas possablew?
13:07 sfan5             try to place air there firstm then the actual schematic
13:09 BurningPrincess   So like save a 1000x1000 block of area via //mtshemplace then the schem?
13:10 BurningPrincess   * I mean save air with //mtschemcrete then place with //mtschemplace
13:11 sfan5             you can also just //set air provided you have the area selected
13:12 BurningPrincess   Oh, I did not know that. It forces generacion I guess
13:13 BurningPrincess   I guess I weould need to do the whole 3d area as well ... hopfully it womn't crash the server tryimng
15:30 scr267            Hi,  I had to troubleshoot some issues with my server and after having been able to fix it, the Minetest Server list thinks its only 18 hours old.
15:30 scr267            Where does this age variable come from?
15:31 scr267            I did delete the env_meta file - FYI
17:16 ausinch           21
17:39 BurningPrincess   sfan5,  what would be less laggy on a server to do //set air or //mtschem place as its a big area?
18:01 swift110          hey BurningPrincess long time no see
18:01 swift110          hey Krock
18:01 BurningPrincess   Hi swift110
18:01 Krock             hi
18:02 BurningPrincess   Krock,  do you know if //set air or//mtschemplace (does this need a short verson..) is less lagy on a server
18:03 Krock             //set air is likely the fastest you can get
18:03 Krock             this should access the map using vmanip which is.. really fast unless you're using plain Lua
18:04 Krock             LuaJIT -> //set air. Lua -> mtschemplace
18:04 Krock             is it laggy for the server or the client? mapblocks aren't updated instantly
18:05 BurningPrincess   Not sure. I just don';t want to freeze for ages or crash the server with this big we op
18:07 BurningPrincess   Basic idea is moving two big areas cross server, and of these areas, I say 1 is 1000x1000 is and one is maybe 1250x1250 to 1500x1500 - I won't hve acess to the back end , just WE
18:09 Krock             oh god
18:10 Krock             export the sqlite3 binary blobs
18:10 Krock             that's gonna be >100 MiB for sure
18:11 Krock             FYI: you can rip the entire map using local map saving
18:11 Krock             but if you need to move the entire stuff in the same map that's going to be somewhat, yes, somewhat awful
18:30 BurningPrincess   Krock,  then I would have to vist each chunk of the mpa right?
18:31 BurningPrincess   And I want to move it from one server to another, lag being less of a problem as it will have to players ar first. just crashing is the main issle
18:35 Krock             I'd prefer to not give further advices at this point
18:35 Krock             database access would be the optimal case, but worldedit only is quite risky
18:36 Krock             question is also whether all mapblocks would be loaded
18:37 BurningPrincess   I ask that jsut due to last time someone tried a we load, it loaded ores and generarted trees that took hours to clear (I hate jungle trees). but I can ask about the database
18:37 BurningPrincess   I would be willing to try local saving as I think that would be less of a problem for me, just slower
18:38 Krock             I'd personally write a script to access the sqlite3 of the source map, load the mapblock, and save it into the destination sqlite3 database with a new index (position)
18:39 BurningPrincess   Krock, that could work, thank you
18:39 BurningPrincess   I would rather not risk we due to well, I tend to mess it up
18:39 Krock             see also: minetest mapper (python version) on how to covert the positions
18:39 Krock             well, backups!
18:41 BurningPrincess   The scirpt idea would work best I think , but would that generate trees and the like?
18:41 BuckarooBanzai    !mod exschem
18:41 MinetestBot       BuckarooBanzai: Lag free schematics [exschem] by TalkLounge - https://forum.minetest.net/viewtopic.php?t=22794
18:41 BurningPrincess   Checkig out now
18:41 BuckarooBanzai    ^^ BurningPrincess
18:42 Krock             not if you copy&paste the unmodified sqlite3 blob
18:42 BuckarooBanzai    It is an awesome mod but does not preserve light data :/
18:42 BurningPrincess   Ah, good idea Krock .
18:43 Krock             if you copy at database level you can be sure it's exactly the same mapblock but in another location
18:43 Krock             however, travelnets and such that have independent data storage will not update
18:43 BurningPrincess   I think database level would work best then
18:46 BurningPrincess   I think I'ill try database level first and if that fails, worldedit. Thank you Krock
18:47 BurningPrincess   No, maybe database first, then if that fails, this exschem mod
18:50 BurningPrincess   BuckarooBanzai,  does that mod you linked work on 4.x minetest?
18:51 BuckarooBanzai    BurningPrincess, haha, yeah, right...
18:53 BurningPrincess   BuckarooBanzai,  This mod looks very good, and I am glad you told me about this mod
18:56 BurningPrincess   BuckarooBanzai,  Krock  thank you so much for helping me
18:56 Krock             !next
18:56 MinetestBot       Another satisfied customer. Next!
19:43 MinetestBot       02[git] 04SmallJoker -> 03minetest/minetest: guiConfirmRegistration: Fix hidden error message 13a462181 https://git.io/JeSF9 (152019-12-09T19:01:16Z)
20:08 MinetestBot       02[git] 04Df458 -> 03minetest/minetest: Refactor to centralize GUIButton styling/rendering code (#9090) 139284313 https://git.io/JeSbm (152019-12-09T20:06:51Z)
21:34 MinetestBot       02[git] 04rubenwardy -> 03minetest/minetest: Fix spaces breaking formspec_version[] tag 138e63d22 https://git.io/JeSAv (152019-12-09T21:05:07Z)