Time Nick Message 01:50 FavoritoHJS In singleplayer, is the server tickrate dependant on current FPS? 01:51 FavoritoHJS As it seems like the lagometer spikes to 0.20 when unfocused, which happens to match the frametime of my current unfocused fps (5) 01:57 FavoritoHJS on the upside, this explains why the server isn't crashing with mesecons pistons: the mesecon itself seems to have some capacitance, taking 1 tick to turn on and about 3 (!) to turn off 02:00 FavoritoHJS flicking mesecons this fast seems to create massive lag, turning the loopback piston on increases cpu usage from 5% to 50% 02:01 FavoritoHJS this seems to be due to mesh generation, stand far enough back and look the other way, and the cpu usage goes down to normal 02:01 FavoritoHJS look at it and it goes right back up 02:02 FavoritoHJS there's absolutely no griefing potential here 02:02 FavoritoHJS none at all... 02:03 FavoritoHJS also Izaya your network seems very unstable, you seem to be logging in and out every couple of minutes 02:03 MTDiscord Apparently, in SP, the server timestep varies based on framerate, while dedicated_step affects the client step, which affects things like object:move_to() speed. 02:04 FavoritoHJS ahh, framerate dependant effects, my beloved 02:05 FavoritoHJS i'm betting that's a major headache on nodecore, considering per-timestep events (I think hinges, for example) are affected by framerate, but per-second ones (such as entity movement or spongwater decay) don't. 02:05 FavoritoHJS (or rather, correct for the low tickrate) 02:08 MTDiscord Almost everything in nodecore is tied to realtime. As long as you can push at least 4 steps a second, things should run at a reasonable speed. If you can't, then you may have to back off the timing of some machines, but I've rarely seen serious problems with that. 02:09 MTDiscord Most games break down at some point. A pure creative building game might hold out up to 1 or 2 seconds per tick, but action/combat can get bad if it spikes above 0.05. 02:42 diceLibrarian but what if it breaks down at some weirdly specific number, like the reciprocal of the Golden Ratio 18:55 MinetestBot 02[git] 04alek13 -> 03minetest/minetest_game: Fix wall craft registrations (#3004) 13792bc6f https://github.com/minetest/minetest_game/commit/792bc6f6e5946429365c561b6571e8760c57e768 (152022-12-02T18:54:46Z)