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IRC log for #minetest, 2025-01-04

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3 more elements. Show/hide.
01:16 MTDiscord <warr1024> "check the drawtype" <- that's a common part of many of my heuristics.
01:20 hunter0one joined #minetest
01:34 sfan5 or better: liquidtype
01:44 ireallyhateirc " The engine does not (yet) read settingtypes.txt for this purpose. This means that no defaults will be returned for mod settings."
01:44 ireallyhateirc does settingtypes.txt do anything?
01:45 MTDiscord <wsor4035> allows the options to show up in the menu
02:42 cheapie I never did understand the logic of putting mod options /there/
02:42 cheapie It works great if you have exactly one world. Not so much if you have more than one.
21 more elements. Show/hide.
11:40 MinetestBot [git] JosiahWI -> minetest/minetest: Eliminate superfluous null check in CGUIEnvironment::getNextElement eb512cc https://github.com/minetest/minetest/commit/eb512cc36abf436fa19585cc7938c9077034f3bc (2025-01-04T11:38:38Z)
11:40 MinetestBot [git] sfan5 -> minetest/minetest: Don't silence errorstream in tests (#15629) 81f5149 https://github.com/minetest/minetest/commit/81f51492ff128492b083f98536e4d3b4352afa84 (2025-01-04T11:39:16Z)
11:40 MinetestBot [git] SmallJoker -> minetest/minetest: Reduce irrlicht_extrabloated.h includes in header files e8f6127 https://github.com/minetest/minetest/commit/e8f6127779423dbe417184a629a65e9723a155e7 (2025-01-04T11:39:34Z)
11:40 MinetestBot [git] wrrrzr -> minetest/minetest: Move AutoExposure constructor to header d2004d3 https://github.com/minetest/minetest/commit/d2004d32f6561e59754f90dc50f774ed8f768afe (2025-01-04T11:39:52Z)
11:40 MinetestBot [git] (4 newer commits not shown)
2 more elements. Show/hide.
12:28 sfan5 someone please tell the exile devs that calling hud_change every step when the value has not changed causes excessive network traffic
12:35 ireallyhateirc lol
12:35 ireallyhateirc sfan5, thanks for the info
12:36 ireallyhateirc I thought we fixed that. Dokimi left a surprise like that for us
12:37 ireallyhateirc he literally refreshed the main inventory every server step which caused enormous lags
12:45 sfan5 disclaimer: I concluded this from a packet capture someone took who claimed to be playing exile. didn't test myself.
12:45 n joined #minetest
12:46 ireallyhateirc depends which version did they use. Also there's probably a reason for changing the HUD all the time - displaying temperature changes.
12:46 sfan5 i doubt that happens every server step
12:49 ireallyhateirc on our dev branch temperature changes with a 1s lag or so
12:49 ireallyhateirc is there a way to check what the HUD does?
12:50 ireallyhateirc hmmm or maybe not, it refreshes all the time
12:50 ireallyhateirc Well, thanks anyway. We will investigate that
12:52 sfan5 "client packetcounter" in the verbose client log
12:59 ireallyhateirc I think that our servers are a great real life bad performance sandbox
6 more elements. Show/hide.
16:45 ireallyhateirc Going after advice for my 4x2 door node I made invisible barrier nodes that fill the 7 gaps (1 being the actual door node). I place barrier nodes in on_construct and remove them in on_destruct but am still a little paranoid about doors leaving these barriers. Is there any general advice for handling such things?
16:46 ireallyhateirc I could perhaps store some meta for ownership and set up an LBM that would remove stale barriers, but perhaps that's overengineered?
20 more elements. Show/hide.
23:52 cheapie Maybe putting the liquid storage tanks on the 6th floor and the processing equipment on the 2nd floor wasn't the most cost-effective option: https://cheapiesystems.com/media/images/screenshot_20250104_174942.png
23:53 YuGiOhJCJ joined #minetest
23:58 ireallyhateirc what is the factory for?
23:59 cheapie The usual techage stuff, I have the oil distillation stuff and the red mud filter on the 2nd floor.

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