Time |
Nick |
Message |
00:04 |
|
DI3HARD139 joined #minetest-hub |
00:04 |
|
Tmanyo joined #minetest-hub |
00:10 |
|
ANAND joined #minetest-hub |
00:45 |
|
DI3HARD139 joined #minetest-hub |
01:30 |
BillyS |
Wow .. I set my server logs to verbose. That is very verbose |
01:45 |
|
DI3HARD139 joined #minetest-hub |
03:23 |
|
tumeninodes left #minetest-hub |
04:14 |
|
Tmanyo joined #minetest-hub |
04:25 |
|
rud0lf joined #minetest-hub |
04:27 |
|
ssieb joined #minetest-hub |
07:25 |
|
DI3HARD139 joined #minetest-hub |
07:40 |
|
paramat joined #minetest-hub |
07:50 |
|
DI3HARD139 joined #minetest-hub |
08:36 |
|
CWz joined #minetest-hub |
08:47 |
|
entuland joined #minetest-hub |
09:36 |
Calinou |
BillyS: fun fact: in Minetest 0.2, every pointing/digging event was logged on the client |
09:36 |
Calinou |
this caused log files to quickly become huge |
09:36 |
|
entuland joined #minetest-hub |
10:08 |
rubenwardy |
from work mail list sign up page: "You can always request a mail-back of your password when you edit your personal options. Once a month, your password will be emailed to you as a reminder." |
10:08 |
rubenwardy |
hahaha |
10:08 |
rubenwardy |
ha |
10:08 |
rubenwardy |
:'( |
10:08 |
rubenwardy |
hunter2 it is |
10:15 |
rud0lf |
pro apps/pages don't store passwords |
10:15 |
rud0lf |
hashes only |
10:16 |
rud0lf |
hi rubenwardy :) |
10:19 |
Calinou |
rubenwardy: mese4 |
10:21 |
rubenwardy |
lol |
10:22 |
rud0lf |
every time i see "mese" i can't help but see rick & morty's mr meseek |
10:22 |
rud0lf |
or however it's spelled |
10:25 |
Calinou |
rud0lf: To be fair, you have to have a very high IQ to understand Minetest. The bikeshedding is extremely subtle… |
10:25 |
* rubenwardy |
kicks Calinou |
10:25 |
rud0lf |
what do you mean "understand" it? |
10:28 |
rubenwardy |
rud0lf: http://knowyourmeme.com/memes/to-be-fair-you-have-to-have-a-very-high-iq-to-understand-rick-and-morty |
10:29 |
rud0lf |
hehe |
11:00 |
xerox123 |
hello |
11:01 |
rubenwardy |
Yo |
11:46 |
|
Fixer joined #minetest-hub |
11:47 |
|
paramat joined #minetest-hub |
12:34 |
BillyS |
xerox123 detected |
12:40 |
ANAND |
Hello everyone! |
12:54 |
BillyS |
o/ ANAND |
12:54 |
ANAND |
o/ :) |
12:58 |
xerox123 |
ANAND: how was the final exam? :D |
12:59 |
ANAND |
I did quite well, thanks for asking :) |
12:59 |
ANAND |
Now... time to complete a review ;) |
13:00 |
xerox123 |
yay |
13:08 |
paramat |
finally, coded a skidding, driftable car :P |
13:09 |
IcyDiamond |
https://i.lunasqu.ee/minetest-2018-06-15_16.05.46.webm working on my power api |
13:09 |
ANAND |
paramat: make it a mod and call it "Fast and Furious" :D |
13:18 |
IcyDiamond |
I am making very good use of groups too |
13:19 |
Fixer |
nice |
13:25 |
xerox123 |
still haven't figured out why my signs have unknownobjects infront of the |
13:25 |
xerox123 |
m |
13:25 |
xerox123 |
maybe some .obj files are missing? |
13:28 |
xerox123 |
yup, now that I mention it: https://github.com/minetest/minetest_game.git |
13:28 |
xerox123 |
wrong link |
13:28 |
xerox123 |
http://i.imgur.com/LkW45Ax.png |
13:29 |
|
IhrFussel joined #minetest-hub |
13:29 |
ANAND |
xerox123: Try out the signs modpack in games/minimal and use the various debugging tools provided |
13:29 |
xerox123 |
it's only happening on one server, which is the strange bit |
13:29 |
ANAND |
missing dependency |
13:29 |
ANAND |
likely |
13:31 |
IhrFussel |
INBE4 someone creates a Battle Royale MT server |
13:32 |
xerox123 |
it's 2018, if it doesn't have a Battle Royale we won't play |
13:32 |
IhrFussel |
It couldn't be 100 players at once on the map though...MT can't handle that |
13:33 |
ANAND |
I'm looking forward to a multi-threaded MT |
13:34 |
xerox123 |
6 |
13:34 |
xerox123 |
^* |
13:35 |
ANAND |
Yea, it must be 6.0.0 |
13:36 |
ANAND |
thanks for pointing that out :P |
13:37 |
xerox123 |
lol |
13:51 |
BillyS |
Arrggghhh |
13:51 |
BillyS |
Shift-click doesn't work on my mac |
13:51 |
BillyS |
Where are the key bindings defined in the MT source? |
13:51 |
BillyS |
It's time I change that |
13:53 |
rubenwardy |
gui/guiformspec I think |
13:53 |
rubenwardy |
for that |
13:53 |
rubenwardy |
also an Irrlichtthing |
13:54 |
rubenwardy |
IhrFussel: was tempted |
13:55 |
BillyS |
thx |
14:10 |
IhrFussel |
rubenwardy, does "Battle Royale" just describe "100 players at the same time on a map that resets itself after each match"? Or is there more to it? |
14:10 |
rubenwardy |
the map size shrinks, and once a player dies they're out |
14:10 |
rubenwardy |
so you end up with 2 people in a very small area |
14:10 |
rubenwardy |
and yeah, it resets |
14:11 |
|
Ruslan1 joined #minetest-hub |
14:11 |
IhrFussel |
So the storm shrinking *is* an essential part of it...could be difficult to code in MT |
14:11 |
rubenwardy |
not really |
14:11 |
ANAND |
I remember seeing one such mechanism in a server |
14:11 |
rubenwardy |
harder bit would be showing the storm |
14:11 |
rubenwardy |
that could be an entity, although bugs |
14:12 |
rubenwardy |
you don't need to delete areas |
14:12 |
rubenwardy |
you just damage players in those areas |
14:12 |
IhrFussel |
Is MT able to animate the storm like in Fortnite? |
14:12 |
ANAND |
Skyworld sub-games -> Gun wars |
14:12 |
ANAND |
They have exactly what you're asking for, IhrFussel |
14:13 |
ANAND |
The shrinking barrier seems to be a bunch of entities, and look quite ugly though |
14:13 |
IhrFussel |
And the storm moves in realtime and checks each step if a player is inside it? |
14:14 |
ANAND |
Storm shrinks every 60 seconds IIRC |
14:14 |
ANAND |
If a player steps outside, they lose health |
14:14 |
ANAND |
as expected |
14:14 |
IhrFussel |
Yes but in Fortnite is moves slowly and doesn't just appear at the new border |
14:15 |
IhrFussel |
shrinks slowly* |
14:15 |
IhrFussel |
I mean the storm eye shrinks not the storm* |
14:19 |
Fixer |
iirc Fortnite is a ripoff of Minecraft Hangar games or smth |
14:20 |
xerox123 |
just have a progressing wall |
14:23 |
xerox123 |
BillyS: delete and reclone?â„¢ |
14:23 |
xerox123 |
that always fixes it |
14:24 |
sfan5 |
Fixer: s/Hangar/Hunger/ and no |
14:24 |
sfan5 |
fortnite is pretty much "PUBG but for children" |
14:25 |
sfan5 |
pubg got the idea of battle royale somewhere else too, not sure where |
14:25 |
rubenwardy |
pubg was also released after fortnite |
14:25 |
rubenwardy |
and had loads of bugs |
14:25 |
rubenwardy |
I heard anyway |
14:26 |
BillyS |
It crashes twice and then works the third time |
14:26 |
sfan5 |
rubenwardy: pubg was first released in December 2017, fortnite in july 2017 |
14:27 |
sfan5 |
though the english wikipedia page even says 2018 |
14:29 |
|
paramat joined #minetest-hub |
14:34 |
paramat |
'super mine kart' |
14:35 |
Fixer |
lol |
14:45 |
BillyS |
xD |
14:45 |
BillyS |
Hmmm ... I love the vehicles mod |
14:45 |
BillyS |
The more explosive aspects of it, that is |
14:58 |
|
sniper338 joined #minetest-hub |
14:58 |
|
sniper338 joined #minetest-hub |
15:38 |
|
Gael-de-Sailly joined #minetest-hub |
15:57 |
|
benrob0329 joined #minetest-hub |
16:10 |
|
Darcidride joined #minetest-hub |
16:42 |
|
ssieb joined #minetest-hub |
16:55 |
|
ssieb joined #minetest-hub |
17:22 |
|
Krock joined #minetest-hub |
17:32 |
Krock |
>>> \o/ <<< |
17:45 |
IhrFussel |
Hi Krock |
17:45 |
Krock |
hi IhrFussel |
17:46 |
|
Fixer_ joined #minetest-hub |
17:46 |
Krock |
rare sight of a greet :D |
17:46 |
IhrFussel |
I'm seriously thinking about changing mobs ABM nodes to something more rare and reducing the chance for compensation...the lags are horrible |
17:46 |
IhrFussel |
And really ONLY caused by mobs ABMs |
17:58 |
|
aerozoic joined #minetest-hub |
18:02 |
IhrFussel |
Which is more common in mapgen v7? dirt or dirt_with_grass? |
18:07 |
paramat |
dirt |
18:07 |
paramat |
3 times more |
18:08 |
paramat |
actually, more than 3 since dirt is under many biomes |
18:11 |
IhrFussel |
Okay thanks^^ replaced all mobs ABMs that search for dirt with dirt_with_grass |
18:11 |
paramat |
most of ABM load is the C++ search, not the lua 'action', so reducing 'active block radius' may be the best way to reduce ABM load |
18:12 |
IhrFussel |
That is already set to 1 |
18:13 |
paramat |
it was increased from 2 to 3 mapblock radius a while ago, thats a big volume to search, roughly mapchunk size |
18:13 |
IhrFussel |
active_block_range = 1 active_object_send_range_blocks = 2 ... not sure if that makes a difference or one just overwrites the other |
18:13 |
paramat |
ah |
18:14 |
IhrFussel |
The only problem is the ABMs for the mobs... since I have 15-20 mob types that means 15-20 ABMs running...many of them look for dirt_with_grass |
18:15 |
paramat |
ugh we still have 14 ABMs running in MTG, hope we can remove more, but many are essential |
18:15 |
IhrFussel |
Before my changes some even looked for dirt |
18:16 |
IhrFussel |
The MTG ABMs barely appear as high average in the mod profiler...the highest is flowers with "only" 20ms |
18:17 |
IhrFussel |
But if ONE ABM takes 50-800ms then that explains constant server lag |
18:17 |
IhrFussel |
And almost every mob ABM reports 50-800ms ... if they run at once that can cause several seconds of lag |
18:18 |
paramat |
note the mod profiler only records the time spent doing the lua 'action', not the c++ volume searches |
18:19 |
paramat |
you could perhaps use 1 ABM for spawning all 15-20 mobs, would help a lot |
18:19 |
|
garywhite joined #minetest-hub |
18:19 |
IhrFussel |
That can't be, the action code is really lightweight...spawning a mob takes LESS than 1 ms |
18:20 |
IhrFussel |
All it does is checking some things before spawning...light, height, object count, daytime...I think that's it |
18:22 |
IhrFussel |
Krock, can you confirm what paramat said? profiler only logs time spent in lua? |
18:23 |
IhrFussel |
That wouldn't explain such values -> - ABM 'mobs_monster:mese_monster spawning' .......... | 74794 | 981807 | 195175 |
18:24 |
IhrFussel |
With a MIN time of 75ms |
18:26 |
Krock |
IhrFussel, can't confirm entirely but I know that the profiler is entirely implemented in Lua, which makes it rather unlikely that it also measures the C++ ABM lookup function |
18:26 |
IhrFussel |
Then look at tenplus1's mobs redo api.lua code where the ABM's action is defined and tell me please how it can take almost 1 second to run? |
18:27 |
paramat |
can you link it? hard to find at the new location |
18:29 |
IhrFussel |
https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L3204 |
18:37 |
paramat |
the mobs redo spawn ABM is not lua-lightweight: protection check, search for nearby players |
18:37 |
|
ssieb joined #minetest-hub |
18:38 |
paramat |
1s is a lot though |
18:38 |
IhrFussel |
Protection check takes less than 1 ms too AFAIK at least with areas as protection mod, the only thing I could imagine to take long is the looking for "air" within 10 nodes range of the player |
18:39 |
paramat |
maybe the protection check is the slowest part |
18:40 |
IhrFussel |
I don't believ that or else the server would always lag cause noobs are trying to spam-dig the spawn |
18:45 |
paramat |
it also does 'count |
18:45 |
paramat |
oops |
18:45 |
paramat |
.. 'count mobs', a search with a 3 block radius |
18:45 |
IhrFussel |
Yeah maybe that takes long |
18:45 |
IhrFussel |
Is the _wider check really needed? |
18:46 |
IhrFussel |
Maybe I should limit it to just the block the playr is in |
18:47 |
|
ssieb joined #minetest-hub |
18:48 |
IhrFussel |
If I remove the wider parameter from the action function, will c++ do it faster? |
18:48 |
paramat |
'active_object_count_wider' is a free value and not optional. maybe try disabling the call to the 'count_mobs' function? |
18:48 |
paramat |
L3229 |
18:50 |
paramat |
maybe try disabling the '-- only spawn away from player' check |
18:50 |
paramat |
'If I remove the wider parameter from the action function, will c++ do it faster?' no i doubt it. i think that value is always calculated |
18:52 |
IhrFussel |
The range to count mobs is defined here local aoc_range = max(aosrb, abr) * 16 << aosrb is active object send range and abr active block range ... maybe reduce it? |
19:04 |
IcyDiamond |
https://i.lunasqu.ee/Screenshot_18-06-15-22:03:59.png |
19:04 |
Krock |
right node looks sad. pet it. |
19:05 |
IcyDiamond |
thats my texturing skills for ye |
19:14 |
IhrFussel |
I will time the whole action code now to see if it#s really that...even after those changes mobs ABMs take up to 1 second |
19:18 |
rud0lf |
i've seen someone leaving note through bot for somebody else, is it egddrop's script? |
19:18 |
rud0lf |
i can't find one :/ |
19:20 |
IhrFussel |
You were right it IS the action function... 2018-06-15 21:19:45: ACTION[Server]: pmobs:wolf spawned on map (ABM took 129051 µs to finish) |
19:22 |
|
tenplus1 joined #minetest-hub |
19:22 |
tenplus1 |
hi folks |
19:22 |
tenplus1 |
hi Krock |
19:22 |
Krock |
hi tenplus1 |
19:22 |
Krock |
oh man you're fast |
19:22 |
tenplus1 |
:P |
19:22 |
Krock |
or just well prepared |
19:22 |
tenplus1 |
got a question for ya |
19:23 |
* Krock |
runs |
19:23 |
tenplus1 |
does mt engine store the lightmap for the surrounding area in memory ? |
19:23 |
Krock |
each mapblock only contains its own lightning stuff |
19:24 |
tenplus1 |
was thinking of a minetest.find_light_in_area(pos1, pos2) returning a table of light numbers and pos |
19:24 |
Krock |
that would return values for each and every node in the mapblock |
19:25 |
BillyS |
o/ tenplus1 |
19:25 |
Krock |
where solid nodes are always 0 and propagating nodes the same as if they were air |
19:25 |
tenplus1 |
oops, missed light... er... minetest.find_light_in_area(pos1, pos2, light_level) +/- 1 either way |
19:25 |
tenplus1 |
hi billy |
19:25 |
BillyS |
My server is popular! 14 players. :D |
19:25 |
tenplus1 |
nice one billy :D |
19:25 |
Krock |
BillyS, name please? need to exploit it |
19:25 |
BillyS |
thx |
19:25 |
tenplus1 |
how's the nether :P |
19:26 |
BillyS |
Krock: Blocky Survival |
19:26 |
BillyS |
tenplus1: Rather warm |
19:26 |
tenplus1 |
lol |
19:26 |
tenplus1 |
am looking for a way to have mobs move towards light with as little cost as possible, and was thinking of a function modders could use as well |
19:26 |
BillyS |
good idea |
19:31 |
tenplus1 |
get_node_light isnt that costly but doing it on bulk would be |
19:31 |
tenplus1 |
*for an area |
19:32 |
IhrFussel |
tenplus1, looks like the mobs redo ABM action code is still very heavy...I'm suspecting all those area count checks 2018-06-15 21:31:16: ACTION[Server]: mobs_animal:bee spawned on map (ABM took 99896 µs to finish) |
19:33 |
tenplus1 |
bee ? that's only looking for flowers in an area with 1 in 7000 chance of spawning... it should NOT be that heavy |
19:34 |
BillyS |
So THATS why I could never find more then 1 bee in HOMETOWN |
19:34 |
BillyS |
Now I know who to blame. :P |
19:34 |
tenplus1 |
bee's are rare so you can catch them and make hives :D |
19:34 |
tenplus1 |
progression :D |
19:34 |
BillyS |
yeah |
19:34 |
IhrFussel |
tenplus1, every mob ABM takes about the same time and what I time is the action code only |
19:34 |
tenplus1 |
will need to find a lighter method of spawning mobs |
19:35 |
tenplus1 |
what spec pc you got ? |
19:36 |
IhrFussel |
It's a VPS with dedicated cores (Xeon) and no other ABM takes even half as long |
19:38 |
tenplus1 |
it checks if mob is real, mobs exceed number in area, daytime toggle, height level, light level, protected area, player too close and air blocks to spawn mob |
19:38 |
tenplus1 |
all the lighter one's are first |
19:39 |
IhrFussel |
My server has ~ 20 mobs ... the more mobs a server got the more the ABMs lag the server |
19:39 |
tenplus1 |
yeah cause each one has an abm running |
19:39 |
tenplus1 |
I looked into a globalstep that would spawn mobs around player, but that was just as heavy |
19:39 |
IhrFussel |
It's still only the action function that is timed in my logging right now |
19:39 |
tenplus1 |
there's no easy way to do it |
19:40 |
IhrFussel |
mobs_animal:pumba spawned on map (ABM took 126968 µs to finish) |
19:40 |
tenplus1 |
doesnt having other abm's and processes active slow down other mob abm's simply by running alongside |
19:41 |
IhrFussel |
Only one ABM runs at a time AFAIK |
19:42 |
IhrFussel |
I mean only one can execute its action function I think |
19:42 |
tenplus1 |
ideas are more than welcome for other ways to spawn mobs in game |
19:42 |
IhrFussel |
I will find the "bad" function and tell you |
19:45 |
IhrFussel |
My specs are pretty good...for example not one globalstep function in the profiler takes longer than 1ms on average |
19:54 |
IhrFussel |
Now I exclude protection check, existing object check, daytime check and spawn away from player check |
19:54 |
IhrFussel |
Lets see how long ABMs now take |
19:59 |
IhrFussel |
2018-06-15 21:59:22: ACTION[Server]: mobs_monster:dirt_monster spawned on map -> ABM took 396 µs (minus protection check, existing object count, daytime check and spawn away from player check) |
19:59 |
IhrFussel |
I said WOW |
20:00 |
tenplus1 |
a lot beter |
20:00 |
tenplus1 |
althoug missing out on features that ppl asked for |
20:01 |
IhrFussel |
It's most likely either the existing objects check or spawn away from player check |
20:01 |
IhrFussel |
Now all times are less than 1ms |
20:02 |
|
benrob0329 joined #minetest-hub |
20:02 |
tenplus1 |
how long was dirt monster before ? |
20:02 |
tenplus1 |
hi benrob |
20:02 |
IhrFussel |
All ABMs were ~ 100ms |
20:02 |
benrob0329 |
Hi tenplus1 |
20:03 |
tenplus1 |
and now it's 0.396 ? |
20:03 |
tenplus1 |
ms |
20:03 |
IhrFussel |
Yep |
20:03 |
tenplus1 |
counting entities is time consuming... hrm |
20:03 |
IhrFussel |
Now I will include the spawn away from player check in the timing |
20:04 |
* benrob0329 |
assumes that Mob spawning is the subject at hand |
20:04 |
IhrFussel |
Still below 1ms |
20:05 |
tenplus1 |
so counting mobs and protection checl |
20:05 |
IhrFussel |
Protection check is lightweight too I think |
20:05 |
tenplus1 |
protection check is only active if it's set in .conf that mobs dont spawn in protected areas |
20:06 |
* benrob0329 |
still feels that spawner blocks placed as mapgen decorations are the best way to spawn mobs |
20:06 |
IhrFussel |
Wait maybe I made a mistake in timings |
20:06 |
tenplus1 |
?? |
20:11 |
IhrFussel |
Could it really be JUST the protection check that takes so long??? |
20:11 |
tenplus1 |
protection does a find_node_in_area for protector block and returns true/false |
20:11 |
IhrFussel |
2018-06-15 22:10:23: ACTION[Server]: pmobs:npc_2 spawned on map -> ABM took 475 µs (minus protection check) |
20:11 |
IhrFussel |
I use areas |
20:11 |
tenplus1 |
depending on proetction mod in use |
20:13 |
tenplus1 |
how many areas you got registered ? |
20:14 |
tenplus1 |
cause it has to loop through every single one |
20:17 |
IhrFussel |
Forreal...it is the protection check |
20:17 |
tenplus1 |
you tried speed test without areas mod loaded |
20:18 |
IhrFussel |
2018-06-15 22:17:12: ACTION[Server]: mobs_monster:dirt_monster spawned on map -> Protection Check took 77583 µs |
20:18 |
tenplus1 |
oof, that's a long time... |
20:18 |
tenplus1 |
with protector redo it only looks for the nearest protector block, with areas it has to loop through each and every area and check |
20:19 |
IhrFussel |
I should probably move the protection check to the bottom to make sure it gets rarely called |
20:19 |
tenplus1 |
you could always set: mobs_spawn_protected = true |
20:19 |
tenplus1 |
then it wont do the check and spawn mobs inside protected areas |
20:20 |
tenplus1 |
speeding up spawn abm |
20:33 |
tenplus1 |
nite folks o/ |
20:33 |
|
tenplus1 left #minetest-hub |
20:37 |
Krock |
ouch this is bad |
20:37 |
Krock |
punish anyone using enderchest on their server |
20:38 |
Krock |
or have ever used it. |
20:43 |
IhrFussel |
I moved the protection check right above the actual spawning as last check and max_lag goes below 0.3 again |
20:44 |
Krock |
IhrFussel, what kind of hunger and stamina mod did you use on your server? That weird mod used items to store the HUD values to display |
20:45 |
Krock |
must've been a very old one if player meta/attributes and settings weren't available yet |
20:46 |
IhrFussel |
Not sure, I use stamina now...maybe hud_hunger was it before |
20:46 |
Krock |
it's removed now for sure. hence, unknown items |
20:47 |
Krock |
!tell tenplus1 Nice wifi chest. Allows access from everywhere |
20:47 |
MinetestBot |
Krock: yeah, sure, whatever |
20:47 |
Krock |
literally everywhere |
20:48 |
Krock |
Context: trying to find unused, old player inventory slots which can be used to keep items after death. Yet nothing found to duplicate items :/ |
20:49 |
Krock |
!tell tenplus1 Also Xanadu really needs a 3d_armor update to prevent from item duplication |
20:49 |
MinetestBot |
Krock: I'll pass that on when tenplus1 is around |
21:05 |
IhrFussel |
Moving the protection check to the bottom of the ABM really makes a HUGE difference... I should've done that earlier |
21:16 |
IhrFussel |
It can even go under 0.2 secs with 5 players online now...that wasn't possible in the weeks before |
21:17 |
BillyS |
IhrFussel: So, I should pull mobs_redo again? |
21:17 |
BillyS |
Looks like it |
21:20 |
IhrFussel |
BillyS, nope I just moved the is_protected() check to right above add_entity() |
21:21 |
BillyS |
Ah |
21:23 |
IhrFussel |
Do you also use areas? |
21:23 |
IhrFussel |
Then make sure that it's always the last check before doing something (when possible) cause it takes a long time with a lots of protections |
21:33 |
|
Fixer joined #minetest-hub |
22:01 |
|
entuland joined #minetest-hub |
22:31 |
IhrFussel |
BillyS, do you use areas as mod? |
22:31 |
IhrFussel |
Protection mod* |
22:45 |
Fixer |
vanessa does |
22:51 |
BillyS |
IhrFussel: yes |
22:52 |
* VanessaE |
hides |
22:53 |
IhrFussel |
Then go to api.lua, scroll down to register_abm function and move the minetest.is_protected to the bottom before minetest.add_entity() ... this is only required if you use the setting to not lt mobs inside protections |
22:53 |
IhrFussel |
let* |
22:53 |
IhrFussel |
let mobs spawn* I think the setting is default, not sure |
23:11 |
|
Gael-de-Sailly joined #minetest-hub |
23:29 |
|
Fixer joined #minetest-hub |