Time Nick Message 01:19 VanessaE celeron55: still awake? 10:24 celeron55 https://github.com/celeron55/minetest/commit/a9d8df83d228635594b75a563a0a8d906b3b883a 10:25 celeron55 you can rollback somebody setting a forest on fire using lava. 10:25 celeron55 by a single command 10:26 celeron55 without touching what others have done at the same time or after it 10:26 thexyz aww 10:26 thexyz is there any examples? 10:26 celeron55 the rollback log gets a shitload of megabytes at the event of somebody doing something like that though 10:26 celeron55 (it'd compress pretty well though, but i don't care as for now) 10:27 celeron55 examples? 10:28 celeron55 make an example yourself 10:28 celeron55 it should also succesfully rollback contents of chests and signs burnt in the fire (ehm... if they burn?) 10:28 celeron55 no idea 10:33 darkrose chests don't, signs do 10:34 celeron55 the only problem really is that fire is very CPU hungry 10:34 celeron55 rollback does nothing to server lag 8) 10:34 celeron55 (except after it is done) 10:35 celeron55 i think i have an ABM CPU limiter patch somewhere on my server's git stash pile 10:35 celeron55 i'll see if i could put that upstream 10:41 celeron55 hmm, server doesn't build 10:42 celeron55 due to some fiddling around with headers 8) 10:42 celeron55 (got rid of some more header bloat) 10:44 celeron55 now it works 12:09 celeron55 this is quite buggy still though 12:09 celeron55 or not buggy, but glitchy due to the way it works and because it still needs tunin 12:09 celeron55 +g 12:10 celeron55 it sometimes can't quite handle fire because it spreads so slow 12:11 celeron55 and i just saw it guessing the map generator's ore generation as done by a player... 8D 12:12 darkrose it thinks players are planting ores? 12:13 celeron55 it probably found out a player did something near where the lua part of the map generator generated ores 12:13 celeron55 there is no way it can know who really has caused eg. the spread of lava or fire, so it just guesses 12:40 celeron55 i am still trying to tweak this to behave somehow sanely 12:50 celeron55 go grief c55.me:30000 12:51 jordach :D 12:53 celeron55 and build 12:54 jordach 30001? 12:54 jordach my bad 13:00 * darkrose may gave started a small fire 13:01 darkrose s/gave/have/ 13:37 celeron55 so let's see (i was away) 13:42 celeron55 lava is easily removed but fire doesn't go away 13:42 celeron55 much of fire tends to get removed but it isn't perfect 13:52 celeron55 i don't know why though 13:52 celeron55 then the fire catches up in no time 14:00 celeron55 as long as fire is disabled, /rollback will get rid of griefings 14:00 celeron55 and sometimes perfectly with fire too; it's just that if it leaves 2 fire nodes, they'll quickly spread to the full area again 14:02 celeron55 it would be fun to have a completely discrete system with perfect history, but this is far from it, and can't really be made into that 14:02 celeron55 also it would surely have large speed tradeoffs 14:05 jordach this actually works well, compared to jeija's rollback mod 15:43 VanessaE morning folks. 16:05 celeron55 maybe there should be a "massdestruct" privilege for setting fire and placing lava 16:06 celeron55 basically for everything that can spread wildly and cause much harm 16:06 celeron55 (there are no others than those currently) 16:07 jordach water too in some aspects, if they have certain mods installed. 16:07 celeron55 no 16:07 celeron55 it can be rolled back easily 16:08 VanessaE I like the idea. 16:08 celeron55 lava can be rolled back too, but fire is too uncontrollable 16:08 celeron55 and lava causes fire 16:09 celeron55 there is a problem though 16:09 celeron55 a griefer can place a long chain of things to move fire from legally placed lava to somewhere 16:10 celeron55 i definitely know why notch nerfed fire 8) 16:10 VanessaE is it possible to limit the speed and distance fire can spread based on the node type it is trying to spread to? 16:11 celeron55 ehm 16:11 celeron55 that would have absolutely no point 16:11 celeron55 generally making fire to spread only a certain distance kind of would be possible, but that is what notch did i think 16:12 celeron55 a set fire has only a certain "punch" and the punch lessens at each node spread and a fire node doesn't spread when it hasn't got any anymore 16:13 celeron55 or something like that 16:13 VanessaE that's what I was thinking 16:13 celeron55 it makes fire boring 16:13 celeron55 and pointless 16:13 celeron55 it's the same thing as not having fire 16:14 celeron55 like, what do you expect open fire to do except burn until there is nothing to burn? 16:15 VanessaE well in the real world, some stuff takes more effort to set aflame than other stuff 16:15 celeron55 i don't understand 16:15 celeron55 why do you say that? 16:15 VanessaE a tree trunk won't burn with the same amount of effort as, oh, grass or leaves 16:15 celeron55 WHY ARE YOU SAYING THAT? 16:15 celeron55 it does not help the *problem* in any way 16:16 celeron55 and nothing else either 16:16 VanessaE nevermind then. everything I say is random, etc. 16:17 celeron55 i am trying to solve a problem here 16:18 VanessaE look, no matter what I suggest, no matter HOW detailed I get (not in this case obviously), there is always SOMETHING you don't like about my suggestions. So why bother? 16:18 celeron55 that line was completely rubbish 16:24 VanessaE ok fine, how about this then: fire is set on some wooden planks. The algorithm wants to spread to a neighboring node, let's say a tree trunk. That fire should have to burn for a *long* time before that tree catches fire. If the source material, the wooden planks, has a burn time of less than what it takes to set the tree trunk on fire, the fire goes out and the most that happens to the tree is maybe turning it into some 16:24 VanessaE kind of charred node. 16:25 VanessaE on the other hand, if the algorithm wants to catch some leaves on fire next to that wooden planks source, those should catch fire pretty quickly, in which case the fire spreads to the leaves. The cycle repeats for each node the fire tries to spread to. 16:25 VanessaE if source_burntime < destination_alight_time then source burns out and destination doesn't catch at all. 16:26 VanessaE you could even get fancy and add the burntimes of all the nodes that are on fire which surround a given destination, to make it easier for it to catch fire, so a forest fire could still get started 16:26 VanessaE but it would only continue if the trees are dense enough and would be less likely to get started in the first place. 16:27 VanessaE provided you also let lava "cool down" as it spreads from the lava_source, such that it can't start a fire if it's far enough away from that source. 16:27 VanessaE There. There's your solution, or at least it's better than what we have now. 16:28 celeron55 ehm 16:28 celeron55 that does not improve the situation in any way 16:28 celeron55 a griefer has potentially infinite time to spread a fire from lava 16:28 celeron55 spread times can be _anything_ 16:29 celeron55 and i do not fancy your making-fire-fancier things, they'll probably only make it slower and it is already slow enough, and it just plain isn't needed 16:30 VanessaE fancy -> creative, adventurous, ambitious 16:30 celeron55 slow = resource hungry 16:30 VanessaE (not "pretty" or "ornamental") 16:35 VanessaE well at any rate, that grossly-expanded text above is equivalent "why are you saying this" line preceding it. 16:35 VanessaE +to the 16:37 celeron55 maybe i need to check with the rollback manager who has placed the block about to catch fire and spread as a serioisly nerfed variety if the player does not have the "massdestruct" privilege 16:38 celeron55 u* 16:38 celeron55 ehm... 16:38 celeron55 that is going to be resource hungry 16:40 celeron55 i think i'm going with just making it easy to disable fire on servers 16:40 celeron55 KISS is my principle 16:43 celeron55 if somebody wants to make a fancier fire as an independent mod, i can discuss how to do it interoperably; other than that, i think this case is closed 16:46 VanessaE on a different note, here's something else for you to reject: 16:46 VanessaE http://minetest.net/forum/viewtopic.php?pid=34059 16:53 celeron55 three items for virtually the same thing, with absolutely no usage of groups? 16:54 celeron55 if people start making mods based on that, with making three recipes for everything for each of the containers, i'll go kill myself 16:54 VanessaE I couldn't figure out a decent way to handle the groups in that one. 16:54 VanessaE and the idea isn't to use all three, it's to pick just one that's appropriate for your mod. 16:55 VanessaE unifieddyes uses the glass bottle (this is in response to you not wanting to reference an out-of-tree mod) 16:56 VanessaE the uranium and...oh what was it, cyro?.. mods could for example use the steel bottle 16:57 celeron55 as long as you don't extend it any bit of what it currently is, i can think of it working out reasonably 16:57 VanessaE and there are a couple of mods that need a drinking glass (one supplies some juices, presumably as a form of sustenance) 16:57 VanessaE this is as far as I will take this mod 16:57 VanessaE groups aside that is 16:58 celeron55 also the graphics should be final from the start, and they should be simple enough for all people to draw their things to inside of them 16:58 celeron55 the steel bottle is problematic from that viewpoint... hmm... i guess it'll get a simple label to it's side when it is filled 16:58 VanessaE I'm not happy with the textures, but they're about the best I can come up with at that resolution. 16:59 celeron55 i think they are good enough, and by modifying them from that it might just get worse 16:59 VanessaE right. 16:59 VanessaE my photorealistic ones are far better, but they're 64px and not suitable for an upstream mod. 17:02 celeron55 i should make a "seal of interoperability approval by celeron55" to stamp on suitable mods 17:02 VanessaE heh 17:02 VanessaE Good Houskeeping, you are not ;-) 17:02 VanessaE but I suppose that's not a bad idea either way 17:05 VanessaE there's one problem I can see with that idea: to use that "seal" you'll either have to send out a lot of emails to the parties whose mods you wish to stamp, or you'll have to trawl the forums and apply them yourself. 17:06 VanessaE which would take a lot of time, something I know you're not too keen to expend. 17:07 celeron55 i browse through mod releases from time to time 17:07 celeron55 and, well, other parts of the forum too 17:09 VanessaE yeah I know, I've seen you post recently. 17:09 VanessaE just thinking of the added time, because now you'll have to review every recent mod on there (that you haven't evaluated already) 17:10 celeron55 well that was a 50% serious suggestion 17:10 VanessaE well ok 17:10 celeron55 i was thinking on stamping stuff that otherwise might get competition only to make things worse 17:10 celeron55 of* 17:10 VanessaE now that's a good idea 17:11 VanessaE (unifieddyes gets the stamp of course ;-) ) 17:12 VanessaE (that was supposed to be a joke. It's funny. Laugh.)