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MTDiscord |
<Danil_2461> m |
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DivideByZero |
Good morning. I was up all night making a mod to share. Just finished submitting it to the CDB. |
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| 15:53 |
Bombo |
hi |
| 15:53 |
Bombo |
what happens if i remove a mod |
| 15:54 |
Bombo |
i added beacons mod, now the kids put beacons everywhere and everything is slow 9fps |
| 15:54 |
Bombo |
will it fsck up the game db? or just remove the blocks |
| 15:55 |
calcul0n_ |
you should just get unknown nodes |
| 15:55 |
MTDiscord |
<Jonathon> can you can just alias them to air |
| 15:55 |
calcul0n_ |
you can remove them in creative or keep them if you plan to reinstall the mod |
| 15:55 |
MTDiscord |
<Jonathon> *and you |
| 15:55 |
calcul0n_ |
or that |
| 15:55 |
sfan5 |
here's general advice: if you aren't sure what's about to happen, just make a backup of the world |
| 15:56 |
MTDiscord |
<Jonathon> ^ this |
| 15:56 |
Bombo |
ok backup done ;) |
| 15:56 |
Bombo |
alias to air? |
| 15:56 |
Bombo |
i could replace them with world edit |
| 16:03 |
MTDiscord |
<Jonathon> well, if you want to find them all you could use we //r |
| 16:10 |
Bombo |
is there a counter? how many nodes x are there ;) |
| 16:14 |
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| 16:31 |
Bombo |
thousands of penguins everywhere |
| 16:31 |
Bombo |
but how many are there exactly |
| 16:41 |
Bombo |
and btw just removing the beacons mod replaces the beacons with unknown node, including the laser up to the sky lol |
| 16:41 |
MTDiscord |
<Jonathon> we told you this would happen |
| 16:41 |
MTDiscord |
<Jonathon> "you should just get unknown nodes" |
| 16:41 |
Bombo |
i know |
| 16:42 |
Bombo |
but i didn't expect it to replace the laser |
| 16:42 |
Bombo |
like the beam |
| 16:42 |
MTDiscord |
<Jonathon> there just nodes |
| 16:43 |
Bombo |
i just thought it would remove the first main node that 'emits' the laser ;) |
| 16:43 |
Bombo |
now it's more work to replace the unknown |
| 16:44 |
Bombo |
nodes |
| 16:45 |
Bombo |
for we //replace i just had to define the flat region |
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| 16:52 |
Pexin |
mmm lazor beem |
| 16:59 |
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| 16:59 |
master |
Hi |
| 17:00 |
master |
i'm using the "vehicles" mod to add cars and planes to the game... but i can't find the solution for this simple problem.... how do you "pick up" a car or a plane ? |
| 17:01 |
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| 17:01 |
master |
in other others, how do you "remove" from the world to your inventory the plane ? |
| 17:01 |
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| 17:01 |
master |
looks like a bug at this point -.- already try multiple ways and nothing |
| 17:02 |
Bombo |
in the server log i got 'WARNING[Server]: active block modifiers took 374ms (processed 328 of 485 active blocks)' that's prob causing lag, how can i find out what blocks are causing this? |
| 17:04 |
Krock |
it's rather the mod that is slow |
| 17:05 |
Krock |
but you can enable the mod profiler to get a timing report |
| 17:05 |
Krock |
master: how about Shift+Click |
| 17:06 |
Krock |
if you want to remove it from the inventory, move it to a trash can (either directly in the inventory or a node) |
| 17:06 |
Krock |
or /clearinv to clear it entirely |
| 17:06 |
master |
already try shit+click |
| 17:06 |
Krock |
!mod vehicles |
| 17:06 |
MinetestBot |
Krock: Advanced Vehicles [adv_vehicles] by Andrey01 - https://forum.minetest.net/viewtopic.php?t=22777 - https://github.com/Andrey2470T/adv_vehicles |
| 17:07 |
Krock |
this? |
| 17:07 |
master |
the only way i found by accident to remove the plane/car from the map is to put the plane on top of fire.... let me die inside of the plane on fire.... revive and then it works |
| 17:07 |
master |
no the "adv_vehicles" i think that i just have the "vehicles" mod |
| 17:08 |
Krock |
https://forum.minetest.net/viewtopic.php?t=15610 this? |
| 17:08 |
master |
yes |
| 17:09 |
Krock |
https://github.com/D00Med/vehicles/blob/master/api.lua#L748-L754 |
| 17:09 |
master |
it is from 2017... maybe the new version of the game crash something on this mod |
| 17:09 |
Krock |
removable when you're riding it |
| 17:09 |
Krock |
then punch it, apparently. |
| 17:10 |
master |
i can only remove during driving ?! |
| 17:10 |
Krock |
looks like it |
| 17:10 |
master |
-.- |
| 17:10 |
master |
it works |
| 17:10 |
Krock |
line 746 prevents removing it when not riding |
| 17:11 |
master |
yeap |
| 17:11 |
master |
thx :) |
| 17:11 |
Krock |
if you have a github account, feel free to file an issue here: https://github.com/D00Med/vehicles/issues |
| 17:12 |
Krock |
however, C00Med wasn't that active recently |
| 17:13 |
master |
From the forum looks like this mod is already on end of life |
| 17:13 |
master |
no time for more modding looks like |
| 17:14 |
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| 17:15 |
TechDude |
Hello |
| 17:15 |
TechDude |
question: |
| 17:15 |
Krock |
Hello |
| 17:15 |
Krock |
answer: |
| 17:15 |
TechDude |
what’s the node name for AIR? |
| 17:15 |
Krock |
"air" |
| 17:16 |
TechDude |
Is it so in MineClone2? |
| 17:16 |
Krock |
most likely |
| 17:16 |
TechDude |
om ig |
| 17:16 |
TechDude |
ok* |
| 17:16 |
TechDude |
Ok......... |
| 17:17 |
Krock |
OK |
| 17:25 |
MinetestBot |
[git] grapereader -> minetest/minetest: Add a key to toggle map block bounds (#11172) 16e5b39 https://git.io/JOwHx (2021-04-20T17:23:31Z) |
| 17:32 |
specing |
Error: success |
| 17:42 |
BuckarooBanzai |
master: about the "vehicles" mod from D00Med: he isn't active anymore but does usually accept PR's |
| 17:51 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Look for PostgreSQL library properly and fix CI a24899b https://git.io/JOwFO (2021-04-20T17:50:34Z) |
| 17:51 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Enable cleanTransparent filter for mipmapping and improve its' algori… 1da7341 https://git.io/JOwF3 (2021-04-20T17:50:19Z) |
| 17:51 |
MinetestBot |
[git] Wuzzy2 -> minetest/minetest: Put torch/signlike node on floor if no paramtype2 (#11074) 90a7bd6 https://git.io/JOwFs (2021-04-20T17:50:03Z) |
| 17:54 |
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| 17:58 |
erlehmann |
hey rubenwardy i checked out your classroom mod but i think testing-wise it is not what i mean |
| 17:58 |
erlehmann |
TechDude air node name is air |
| 17:58 |
erlehmann |
TechDude what do you want to do with air? |
| 17:59 |
rubenwardy |
not sure what you mean then |
| 17:59 |
rubenwardy |
https://gitlab.com/rubenwardy/classroom/-/blob/master/tests/api_spec.lua |
| 17:59 |
erlehmann |
TechDude if you want illegal air items ask fleck for 420 stacked air on clam |
| 17:59 |
rubenwardy |
also https://gitlab.com/rubenwardy/conquer/-/tree/master/tests |
| 17:59 |
rubenwardy |
this has mocks |
| 17:59 |
erlehmann |
rubenwardy yeah the mocking is very useful and i like your tests, but i realized i need integration and regression tests |
| 17:59 |
rubenwardy |
you can do that as well |
| 18:00 |
erlehmann |
well, a recent bug in mcl2 that i fixed was that there was "press a button at the world border and the game crashes" |
| 18:00 |
rubenwardy |
like, you typically have both unit and integration tests in abig project |
| 18:00 |
rubenwardy |
eh |
| 18:00 |
erlehmann |
and i have no idea how to write that test rn |
| 18:00 |
erlehmann |
i mean, i only need to test the happy case |
| 18:00 |
rubenwardy |
Dev test has some integration tests, but not like that |
| 18:00 |
rubenwardy |
they don't require the world, jsut a player |
| 18:00 |
erlehmann |
so i would neet to script “put a button on the world border” and “press it” and i need a world in that |
| 18:00 |
erlehmann |
need |
| 18:01 |
erlehmann |
or in mcl2 right now there are bugs in the map generator so "generate a chunk and make sure that quartz is still being generated" is something where i have no idea how to test |
| 18:01 |
erlehmann |
so ofc we test it manually |
| 18:02 |
erlehmann |
to me, the fact that mcl2 devs released 0.71 without quartz generating (because it got lost in a refactoring) means it should probably have this test |
| 18:02 |
erlehmann |
rubenwardy your test cases were very useful for writing unit tests though! it is just not what i need to prevent regressions with highly interconnected bugs |
| 18:02 |
erlehmann |
like, bugs that are not limited to one thing |
| 18:03 |
erlehmann |
the crashbutton for example is related to a missing nul check in mesecons |
| 18:03 |
erlehmann |
(only in the mcl2 version of mesecons, i checked it) |
| 18:03 |
erlehmann |
but if i only unit test that, would a person not knowing mesecons believe me if i say it is fixed, from running the test? i would suspect not |
| 18:04 |
erlehmann |
rubenwardy i am looking at the conquer thing right now, thank you. if you know any mod with good integration tests, please tell. |
| 18:05 |
erlehmann |
i mean good integration tests for world and mapgen related stuff |
| 18:22 |
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