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garywhite |
Be back on Monday |
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07:36 |
ANAND |
Hello, I wanted to know if there's a way to modify the server status that's displayed to a player on join. |
07:36 |
ANAND |
Would over-riding the /status command suffice? |
08:09 |
Calinou |
I think it's defined in builtin/, no? |
08:09 |
Calinou |
the message displayed on join is the "motd" property of minetest.conf |
08:09 |
Calinou |
I think core handles it, not sure… |
08:10 |
ANAND |
No not the Motd, I want to add some extra details to the status message |
08:11 |
ANAND |
What I'm asking is whether over-riding /status command (builtin/game/chatcommands.lua) will help me achieve that |
08:12 |
Calinou |
I guess… look at the implementation in chatcommands.lua |
08:13 |
ANAND |
I'll make a few changes and I'll see if it reflects... I'll be back in a minute or two |
08:16 |
ANAND |
oh.. /status just invokes core.get_server_status() |
08:29 |
ANAND |
I can't go modifying the engine just to add a little piece of info specific to a server. Thanks for the help though, Calinou! |
09:28 |
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10:52 |
* rdococ |
yays for quantum computing |
11:09 |
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11:12 |
IhrFussel |
!tell paramat Couldn't we just check in MTG fire mod whether or not the "to replace" node is air or not and then decide between set_node() swap_node()? I just demonstrated last night that swap_node() is THREE times faster vs set_node() when replacing 50 nodes *without* any callbacks/meta |
11:12 |
MinetestBot |
IhrFussel: I'll pass that on when paramat is around |
11:24 |
Shara |
Fussel: why not just open an issue so everyone gets to see and comment? |
11:26 |
IhrFussel |
Shara, I only suggest something on github if I'm 100% certain that it makes sense... I have not much clue about the fire mod so I wanted to ask him on here first before suggesting something stupid |
11:28 |
Shara |
If it's stupid, it's equally stupid here |
11:29 |
IhrFussel |
On github it's visible to a broader audience |
11:30 |
IhrFussel |
I just looked through tenplus1's PR changes and I can only facepalm when I read "but this air node might contain metadata" comment |
11:30 |
IhrFussel |
Not once did I ever witness an AIR node with metadata |
11:31 |
Shara |
He actually uses airlike nodes that have metadata for something |
11:31 |
Shara |
Just because you don't do something, doesn't mean no one will |
11:32 |
IhrFussel |
If there is a big fire going on, the server might well lag for 10+ ms (if it has to replace 50+ nodes), maybe it should be an option |
11:33 |
IhrFussel |
"fire_enable_fastreplacing" or something like that |
11:35 |
IhrFussel |
I honestly didn't know that set_node() is actually THAT slow even when the node has no custom callbacks/meta ... it's terrible |
11:36 |
Shara |
If it's as bad as you suggest, maybe it would make more sense to try and check why it's that bad |
11:37 |
Shara |
(assuming you didn't yet) |
11:38 |
IhrFussel |
Shara, only did a benchmark and 50 air -> dirt replacements took 9ms with set_node() and 3ms with swap_node() |
11:39 |
IhrFussel |
Maybe an alternative could be to add an optional "keep meta" to swap_node() ... like minetest.swap_node(pos, node, true) |
11:39 |
IhrFussel |
Oops I mean delete meta* |
11:41 |
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11:41 |
IhrFussel |
Not sure how much faster it then still would be over set_node() |
11:57 |
xerox123_ |
hello everyone o/ |
12:19 |
IcyDiamond |
o/ |
12:34 |
Krock |
o/ |
12:59 |
* rdococ |
yays, and turns into corium |
12:59 |
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13:06 |
rdococ |
Unicornizing |
13:51 |
rdococ |
hm, Snap! is kind of weird, I can't tell if the continuations it has are delimited or not |
14:53 |
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15:04 |
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15:04 |
MinetestBot |
paramat: May-12 11:12 UTC <IhrFussel> Couldn't we just check in MTG fire mod whether or not the "to replace" node is air or not and then decide between set_node() swap_node()? I just demonstrated last night that swap_node() is THREE times faster vs set_node() when replacing 50 nodes *without* any callbacks/meta |
15:04 |
paramat |
hmm |
15:07 |
IhrFussel |
Earlier today I also suggested as an alternative to add a "delete meta" flag to swap_node() if that would make it better |
15:08 |
paramat |
no that's messy, checking a node to see what it is to decide between set and swap, if done everywhere that would be code bloat. also because you now have an additional node check it will probably remove any performance gain |
15:09 |
IhrFussel |
The node is already known it's a simple node.name check AFAIK...it will take max a few µs |
15:09 |
paramat |
fire nodes aren't replaced 50 at a time and you didn't add in 50 extra node checks |
15:10 |
IhrFussel |
Are you sure that a big fire on a server cannot run set_node() lots of times in a row? |
15:12 |
paramat |
it's a mistake to try too hard to use swap, and some modders are using it where it 'likely' to be ok, which is bad |
15:12 |
IhrFussel |
It doesn't affect my server personally since I disabled fire spreading and igniting altogether...but a x3 performance boost sounds like a lot for servers with fire enabled and probably aggressive players who ignite everything they see |
15:13 |
IhrFussel |
Then what about my alternative solution? Add optional minetest.swap_node(pos, node, true) [true = delete meta] |
15:14 |
paramat |
we could possibly have another node setter because there are 2 options: meta removal, and running callbacks |
15:14 |
paramat |
ah if it's already known, maybe .. |
15:15 |
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15:15 |
IhrFussel |
Or add 2 flags to swap_node() ... one for meta another for callbacks |
15:16 |
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15:16 |
paramat |
yeah |
15:16 |
paramat |
well |
15:17 |
IhrFussel |
But settings both flags at once will make set_node() obsolete |
15:19 |
IhrFussel |
Maybe minetest.swap_node(pos, node, {meta=true}) and minetest.swap_node(pos, node, {callbacks=true}) |
15:20 |
paramat |
for performance it's best to keep 'set node' without flags, to be as simple as possible (less arguments to process), duplication is ok here |
15:20 |
paramat |
swap could become a version with options |
15:21 |
IhrFussel |
I wonder how much faster swap_node() is when meta gets deleted |
15:21 |
IhrFussel |
Or callbacks are run |
15:21 |
ANAND |
sorry to interrupt, quick question: Is it possible to set ratios for the //mix command in WE? |
15:22 |
IhrFussel |
ANAND, hack: type the ones atht should be more common multiple times |
15:22 |
paramat |
it depends on whether separate control of meta and callbacks is useful or not, maybe |
15:23 |
paramat |
no problem, there is no 'interrupt' on IRC :) |
15:23 |
ANAND |
:D |
15:23 |
IhrFussel |
Clearing meta without running callbacks is exactly what we are looking for in the fire mod...or not? |
15:24 |
ANAND |
IhrFussel, I'd ended up passing default:stone 137 times along with one of each ore |
15:24 |
ANAND |
... in order to get the natural ratio |
15:25 |
IhrFussel |
ANAND, the mix command accepts that many parameters? |
15:25 |
ANAND |
yes |
15:26 |
ANAND |
I did not use exactly 137, but I did copy-paste default:stone way too many times |
15:26 |
sfan5 |
ANAND: there isn't |
15:26 |
ANAND |
:( |
15:27 |
paramat |
Ihr yeah perhaps. anyway it's worth an issue to suggest 2 arguments for 'swap node': meta removal, run callbacks. we need more input on how useful it is |
15:27 |
sfan5 |
you're welcome to make a pull request ;) |
15:27 |
ANAND |
sfan5 I was actually thinking of that... |
15:27 |
ANAND |
I'll see if it can be done |
15:28 |
ANAND |
Thank you though! |
15:28 |
sfan5 |
it can, you just need to touch a little more code |
15:28 |
sfan5 |
since worldedit.set is not laid out for this at all |
15:29 |
ANAND |
Cool! I'll check out the code right away... |
15:29 |
Krock |
minetest even ships a function to generator ores |
15:29 |
Krock |
*generate |
15:29 |
ANAND |
Krock, c++ or lua? |
15:30 |
sfan5 |
though, if you just want stone turned into ores according to some fixed distribution, you might want to send a PR to https://github.com/sfan5/we_env/ instead |
15:30 |
Krock |
ANAND, both. in Lua it's like minetest.generate_ores(vm) and done |
15:30 |
ANAND |
I see |
15:30 |
sfan5 |
Krock: is that guaranteed to only touch stone nodes? |
15:31 |
Krock |
sfan5, it touches whatever the ores are defined to touch |
15:31 |
sfan5 |
hm |
15:31 |
sfan5 |
I should have expected this |
15:31 |
ANAND |
Is it documented in lua_api.txt? |
15:31 |
Krock |
ANAND, Ctrl+F is your friend. Yes. |
15:31 |
ANAND |
haha ok |
15:32 |
Krock |
however, this ore generation will rely on the Y position in the world to generate the stuff, so you'll end up manually creating terrain like the map generator |
15:32 |
Krock |
might not be the desired output if you want to have diamond clusters at Y=10 |
15:37 |
sfan5 |
hm that function does gravel, dirt and stuff too |
15:39 |
Krock |
perfect underground life :) |
16:30 |
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16:52 |
xerox123 |
how does this look for a CTF floating island? http://0x0.st/sjDQ.png |
16:54 |
Krock |
visually looks very good but it won't help much to cover from snipers |
17:00 |
Jordach |
snipin's a good job mate |
17:01 |
xerox123 |
can't just spoonfeed the players their defences |
17:01 |
xerox123 |
:P |
17:03 |
Jordach |
it's challengin' work, outta doors, i'll guarantee you |
17:03 |
Jordach |
'll not go hungry |
17:04 |
sfan5 |
Krock: generate_ores is broken |
17:05 |
rdococ |
concept: technology themed CTF map. players, rather than having resources like cobble and wood to build their base and protect their flag, would construct highly advanced security mechanisms to ensure that the other team doesn't get into their base and/or out again |
17:06 |
Krock |
sfan5, did you call vm:write_to_map afterwards() |
17:06 |
sfan5 |
yes and that's not the issue |
17:06 |
sfan5 |
get_emerged_area says min {x = -256, y = -112, z = -128} max {x = -225, y = -81, z = -81} |
17:06 |
sfan5 |
but in the end placeAllOres() is called with nmin = (-241,-97,-112) nmax = (-240,-96,-97) |
17:07 |
sfan5 |
where does it even get these nonsense values? |
17:07 |
Krock |
5 nodes in each direction.. hmm |
17:07 |
Krock |
I think it does that because it was designed to work for on_generate only |
17:12 |
sfan5 |
also it's not a reliable way to generating ores either |
17:12 |
sfan5 |
if the manip you're using happens to belong to a desert biome, it will do nothing at all |
17:31 |
sfan5 |
Krock: https://github.com/sfan5/we_env/commit/f73cbc1de72b1f76cde3b06fc8e1ed8e4d255580#diff-d7d74284e2e39f6c06d199c8e2bedbd0R121 |
17:31 |
sfan5 |
most of this method are just terrible workarounds for generate_ores being unflexible and sorta broken |
17:31 |
sfan5 |
still better than nothing I guess |
17:32 |
sfan5 |
^ ANAND I've implemented your request in we_env |
17:33 |
Krock |
interesting solution. running the generating function and then undo all unwanted changes |
17:34 |
rubenwardy |
Krock: why don't some entries in modList.php have `author`? |
17:34 |
rubenwardy |
eg: my crafting mod |
17:34 |
Krock |
looking |
17:35 |
Krock |
"Unlockable Crafting [crafting] - No craft grid"? it has an author |
17:37 |
rdococ |
Neologism used to be a neologism |
17:41 |
Krock |
rubenwardy, if there's an author missing, then it'll be missing for all of their mods. Authors that couldn't be found are called "ERROR_500" just to see that something failed |
17:42 |
rubenwardy |
nvm, firefox is just stupid |
17:43 |
Krock |
yes, it won't be shown if you search for a term. all the other keys will be sorted out :3 |
17:44 |
rubenwardy |
yay |
17:45 |
rubenwardy |
the auto meta importer for the contentdb now finds the forum topic ID for you |
17:45 |
Krock |
o/ |
17:50 |
xerox123 |
rubenwardy: working on a floating islands map |
17:51 |
xerox123 |
http://0x0.st/sjkB.png |
17:51 |
xerox123 |
the islands so far |
17:52 |
ANAND |
Nice! |
17:52 |
ANAND |
Are those cobbles placed on purpose? |
17:52 |
ANAND |
on the sides |
17:53 |
xerox123 |
yes |
17:54 |
ANAND |
ok |
17:54 |
ANAND |
and the buildings house the team bases? |
17:55 |
xerox123 |
I don't want to give the bases too much initial protection |
17:56 |
xerox123 |
I think a house is a bit generous |
17:56 |
ANAND |
IMHO, the players should decide how they want their base to be built |
17:58 |
xerox123 |
you can connect on the same address and see them |
17:59 |
Shara |
xerox123... what happens if players fall? |
17:59 |
xerox123 |
if I'm feeling nice I may put water at the bottom |
17:59 |
Shara |
then how do they get up? |
18:00 |
Shara |
It's quite poor gameplayer is you either fall endlessly, or land somewhere that prevents a way of quickly rejoining the action |
18:00 |
rdococ |
you could have an invisible death barrier at the bottom of maps with problems like that |
18:01 |
rdococ |
e.g. not for the current maps where you can reach the bottom of the map without getting trapped, but only for maps like xerox123's floating islands map |
18:01 |
Shara |
rdococ: which makes it sound less suitable for CTF |
18:01 |
Shara |
But just my opinion anyway |
18:01 |
rdococ |
Shara: why, and what else would you do? |
18:01 |
Shara |
I'd not hav e amap like this |
18:01 |
Shara |
Doesn't feel well suited |
18:02 |
ANAND |
Lava could be added |
18:02 |
ANAND |
Won't look good |
18:03 |
Shara |
Yea, already thought of and dimisseed that |
18:03 |
ANAND |
But will kill the player, forcing them to re-spawn at base |
18:03 |
Shara |
And if players can survive the drop, you'll just end up with them making lovely stacks of dirt to climb back up wherever they like |
18:04 |
xerox123 |
water streams from the islands? |
18:04 |
Shara |
Players could remove them |
18:08 |
ANAND |
If the lava river's deep enough, players can't point at anything to place the dirt on |
18:10 |
rdococ |
Again, invisible death barrier. unless you can give a legitimate reason as to why it doesn't feel well suited. |
18:11 |
Shara |
Because it's not a thing that exists in CTF |
18:11 |
Shara |
You'd need to get that added before adding maps that depend on it |
18:11 |
ANAND |
rdococ try convincing rubenwardy first :) |
18:24 |
Fixer |
make a mooove |
18:24 |
Fixer |
rdococ: fancy UI |
18:53 |
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18:54 |
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19:20 |
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19:20 |
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19:30 |
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19:30 |
Tenplus1 |
hi folks |
19:40 |
ANAND |
Hey Tenplus1! |
19:40 |
Tenplus1 |
o/ anand |
19:41 |
Krock |
o/ Tenplus1 |
19:41 |
Tenplus1 |
I see that apples regrow in mtg now :) nice shara |
19:41 |
Tenplus1 |
hey krock |
19:41 |
Krock |
IhrFussel, dump their inventory into the bin |
19:42 |
Shara |
:) |
19:42 |
Shara |
Hi Tenplus1 |
19:42 |
Shara |
Fussel: I just tell them that's their own fault then, and don't even bother checking |
19:42 |
Tenplus1 |
hi shara :) |
19:43 |
Tenplus1 |
I found a way so that apple_mark node can replace oranges and banana's too :D |
19:43 |
Shara |
Tenplus1: yea, but not doing it for MTG |
19:43 |
Shara |
And I don't want to use metadata |
19:43 |
Tenplus1 |
it's not metadata |
19:43 |
Shara |
What then? |
19:44 |
Tenplus1 |
I can dig a banana and replace it with apple_mark with param2 = 2 and override the node to check for param2 and replace with banana :P |
19:44 |
Krock |
a node for each fruit |
19:44 |
Tenplus1 |
I have all those rotatiuonal positions to work with :D |
19:44 |
Shara |
Ahh, sure |
19:44 |
Tenplus1 |
1 node, many rotations |
19:44 |
Tenplus1 |
ehehe |
19:44 |
Shara |
Just seems bettr to register nodes though :P |
19:44 |
Shara |
But that's a nice way of doing it as well |
19:45 |
Krock |
so could I create a fruit spawner when using the screwdriver correctly? |
19:45 |
Tenplus1 |
I dont like wasting nodes if possible, would also like beds mod to use 1 single node per bed instead of 2 |
19:45 |
Shara |
you can target the mark node |
19:45 |
Shara |
can't* |
19:45 |
Tenplus1 |
lol krock, you cant point to airlike with screwdriver |
19:45 |
Tenplus1 |
but yeah, if it were possible it would be fun to do |
19:45 |
Krock |
no, I meant targetting the fruit before diggin ti |
19:46 |
Krock |
*digging it |
19:46 |
Tenplus1 |
param2 only works with apple_mark (airlike node) |
19:46 |
Shara |
I assuming the mark is being set based on type of fruit, not its rotation |
19:46 |
Tenplus1 |
yeah, if I dig apple then place apple_mark with 0 param2, if banana 1 param2, if orange 2 param2 etc |
19:47 |
Shara |
Problem of course is that if you do it this way for ethereal fruit trees, how is some other mod to klnow what you are using? |
19:47 |
Tenplus1 |
they can add their own nodes :) eheheheh |
19:47 |
Shara |
why should they if you don't? |
19:47 |
Shara |
This isn't reserved for you :P |
19:47 |
Tenplus1 |
am kidding :) they could... |
19:48 |
Tenplus1 |
ethereal only has 3 items to regrow (banana, orange, coconut), you got a lot of param2 space left |
19:48 |
Shara |
I really want regrowth added to ethereal, but please do it in a way that isn't so likely to make conflicts with other mods |
19:48 |
Shara |
I guess I'm forking ethereal when I do my next big update then :P |
19:48 |
Tenplus1 |
was gonna add 'regrow' to ethereal |
19:50 |
Tenplus1 |
1 node to rule them all |
19:51 |
Shara |
ethereal is going to be annoying to update for me anyway |
19:51 |
Tenplus1 |
how so ? |
19:51 |
Shara |
because I need to manually switch settings every time, plus bonemeal change, and I think some other things you did since I last updated |
19:52 |
Tenplus1 |
I've only removed bonemeal so that servers use the actual bonemeal mod which has a lot more features and api |
19:52 |
Shara |
features I didn't want |
19:52 |
Tenplus1 |
what bonemeal ? |
19:52 |
Shara |
Having the lighter version in ethereal itself was useful |
19:52 |
Shara |
yes |
19:52 |
Shara |
I iddn't want the other types |
19:53 |
Tenplus1 |
it's the same thing, only different versions (mulch, bonemeal, fertilizer) |
19:53 |
Tenplus1 |
just working a lot better with better mod support |
19:53 |
Shara |
I still don't want the other versions |
19:53 |
Tenplus1 |
o.O |
19:54 |
Shara |
Just because you want something added to a mod, doesn't mean everyone else who uses it does |
19:54 |
Shara |
and it's your mod, so it's fine, but it means I will have to make my own version on next update, since you changed ethereal as well |
19:55 |
Tenplus1 |
I dont get your dislike of mulch and fertilizer items |
19:55 |
Shara |
It wasn't a problem while that still had bonemeal |
19:55 |
Tenplus1 |
it still HAS bonemeal |
19:55 |
Shara |
Because I consider it too basic a feature to justify having three different items for it |
19:55 |
Tenplus1 |
mulch from leaves but only works in 2x2 area, bonemeal from dirt/bones but works on 3x3 area, mulch + bonemeal = fertilizer that works in 5x5 area |
19:56 |
Tenplus1 |
it's a progression |
19:56 |
Shara |
You removed bonemeal from ethereal, yes? |
19:56 |
Tenplus1 |
the aliases are there if you are running bonemeal |
19:56 |
Tenplus1 |
it still works... |
19:56 |
Shara |
which is not what I want |
19:56 |
Tenplus1 |
*sigh* |
19:56 |
Shara |
I don't want mulch or fertiliser |
19:57 |
Shara |
Pretty sure I told him that way back when he changed it... but oh well |
20:07 |
rdococ |
I once modified one of the farming mods to add random mutations that would affect their growth speed |
20:08 |
Shara |
Hmm, just growth speed, or anything else? |
20:08 |
rdococ |
I don't think there was anything else |
20:08 |
Shara |
I guess I'm surprised there's nothign random about it by default |
20:08 |
rdococ |
Although I think it would be better if it affected other things too |
20:09 |
Shara |
Growth speed should be variable |
20:10 |
rdococ |
This would probably be infeasible for a Lua mod, but imagine crop evolution that, after many generations of slight changes to the crop's appearance and functionality, would result in entirely different plant species |
20:10 |
rdococ |
Or at least visible changes that would be enough to distinguish different varieties of the crop, similarly to how you have different varieties of plants in real life |
20:11 |
Shara |
Would be pretty intersting |
20:11 |
rdococ |
I guess you could do it to a limited extent with the node coloring feature |
20:12 |
Shara |
Or just lots of alternative crops registered, which are different stage versions, and there's a small chance of growing a next stage version |
20:12 |
rdococ |
That would also work, but depending on variety could result in a lot of nodes being registered |
20:12 |
Shara |
Of course |
20:13 |
Shara |
Just that it's not impossible |
20:26 |
rdococ |
You would use selective breeding to breed only the crops that have the properties you want (higher yield, speed, etc.), and maybe the properties could be somewhat mutually exclusive (for example, a crop can have a high yield and low speed, or a low yield and high speed, but it can't have high both, only medium both). |
20:33 |
Fixer |
270 players on 2b2t... |
20:33 |
Fixer |
wonder if minetest can handle that much players on one server |
20:34 |
Calinou |
I thought there was a MT server with 270 players online right now :P |
20:35 |
Krock |
it would be punished by the server list |
20:36 |
Calinou |
yeah, max_players > 100 is punished IIRC |
20:36 |
Krock |
127 is the max |
20:46 |
Fixer |
lol |
20:50 |
IhrFussel |
IMO MT isn't that bad of an engine...it's a OSS game that supports ~ 50 players connected at once with its network code without huge lag caused by the engine itself |
20:53 |
IhrFussel |
I bet most servers wouldn't lag at all anymore if they removed all lua code (except for builtin) |
20:53 |
lisac |
IhrFussel: they would lag even less if you removed the map loading and handling of player movement |
20:54 |
IhrFussel |
But who wants to play on a barebones server |
20:54 |
lisac |
maybe just make a nicely colored chat |
20:54 |
IhrFussel |
I mean it's not MT's fault that lua is slower than c++ |
20:54 |
paramat |
"I bet most servers wouldn't lag at all anymore if they removed all lua code" so true :D |
20:55 |
lisac |
I also bet if minetest only allowed C++ mods, it would be a lot less alive |
20:56 |
paramat |
problem is many mods are badly coded and overintensive, and users don't know which are intensive. unfortunately it sems to be the popular ones |
20:56 |
paramat |
*seems |
20:56 |
IhrFussel |
Back when there were barely any mods for servers and MTG just began development, I could imagine that servers had 20+ players without lag |
20:57 |
paramat |
also usually too many mods are added to servers, like hundreds |
20:58 |
IhrFussel |
paramat, I have 180 but most of them aren't worthy of the name "mod" really...they just add 1 or 2 nodes to the game |
20:59 |
IhrFussel |
The worst are mods that run intensive tasks on each server step when it's not necessary |
20:59 |
Calinou |
IhrFussel: it does tend to lag with 50 online players in my experience |
21:00 |
Calinou |
LuaJIT is not that slow, too |
21:00 |
Calinou |
I mean, some people accuse the LuaJIT developer of being an alien due to how fast it can be :P |
21:01 |
IhrFussel |
Calinou, I know but luaJIT -> c++ -> luaJIT is still slower than c++ -> c++ -> c++ ... at least I think so |
21:02 |
Calinou |
it is, yes |
21:02 |
Dumbeldor |
IhrFussel: it depends, few people can write good C++. So better than beginners doing bad lua than bad C++ :P |
21:02 |
Calinou |
earlier 0.4 versions felt much snappier though |
21:02 |
Calinou |
(less mods, less intensive mods, but also less things to do) |
21:03 |
IhrFussel |
For example I modified mesecons globalstep because AFAIK there is no node/mechanic that requires the 0.1 sec precision...so I changed it to 0.2 sec |
21:06 |
IhrFussel |
Did ABMs always exist? |
21:06 |
Krock |
Did Minetest always exist? |
21:06 |
Krock |
No. |
21:06 |
Calinou |
did life always exist? |
21:06 |
IhrFussel |
I mean since MT dev |
21:06 |
Calinou |
ABMs were already a thing in December 2011 IIRC |
21:07 |
IhrFussel |
Was 2011 already the version with lua API? |
21:08 |
IhrFussel |
When I first heard of "ABMs are slow to execute" I assumed they would be in lua xP but they are in the c++ code so I wonder how they can be so slow/intensive |
21:10 |
Fixer |
since 0.4 in early 2012 iirc |
21:11 |
Calinou |
the Lua API was added on 2011-11-30 |
21:11 |
Calinou |
4 days after, I launched the first version of More Blocks <3 |
21:20 |
Fixer |
https://www.reddit.com/r/linux/comments/8iupdz/caution_the_are_malware_snaps_in_ubuntu_snaps/ |
21:21 |
Fixer |
2011 was year of vanilla for me |
21:21 |
Fixer |
also, officially 7 years with minetest |
21:51 |
paramat |
no need for [off] for on-topic |
22:41 |
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22:42 |
ircSparky |
minetest.override_item is wrecking connected nodes (fences and glass panes are no longer connecting) any way to fix? |
23:07 |
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23:32 |
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