Time Nick Message 00:07 benrob0329 o/ 09:16 tenplus1 hi folks 09:16 Raven262 Hi ten 09:16 tenplus1 hi raven :P 09:16 tenplus1 added a new fence top block to mobs so that animals cant glitch through fences anymore :DD 09:20 tenplus1 hi red 09:26 tenplus1 hi longer 09:32 tenplus1 hi amaz 09:36 Amaz Hi ten :) 09:37 tenplus1 seems falling.lua is causing some issues on server, it is able to remove nodes it shouldn't be able to 09:41 tenplus1 o/ Darcidride 09:46 longerstaff13 hi 11 :P 09:49 tenplus1 hi entu 10:25 tenplus1 wb 10:25 Raven262 ty ten 11:05 shivajiva Hi tenplus :P 11:05 tenplus1 hishiva :P 11:05 shivajiva what ya doing? 11:05 tenplus1 rewriting falling.lua 11:05 tenplus1 it has issues 11:05 shivajiva cool 11:06 tenplus1 you .? 11:08 shivajiva scanning machine after a browser exploit, did smartshop tool bug fix yesterday so I'm looking for other holes, just closed free items bug 11:09 tenplus1 nice :) 11:09 tenplus1 I added new fence tops to mobs redo, it overlays any fence to make it glitch proof for mobs to escape :D 11:09 shivajiva it shouldn't give free stuff if the owner doesn't add a payment imo 11:09 tenplus1 ahh, gotta check that out later, update smartshops on xan 11:10 shivajiva still waiting for the tool pr to be accepted 11:10 tenplus1 so taht used tools cannot be used ? 11:11 shivajiva can't sell worn tools, cant buy with a worn tool ;) 11:11 tenplus1 good addition :P 11:11 tenplus1 unless ya like antique tools ;D 11:12 shivajiva well you know the code isn't pretty it just gives a new tool so I'm just closing the holes in that 11:13 tenplus1 yeah, July seems to be security month for mods :D 11:13 shivajiva players just use it as a tool repair station 11:14 shivajiva the version I run on skyblocks won't accept admin items or maptool nodes either :') 11:14 xerox123_ Hello o/ 11:14 tenplus1 hi xerox 11:14 shivajiva Hi xerox 11:15 shivajiva so the extra height prevents the mobs escaping 11:16 tenplus1 not so much height, entities with a stepheight > 1.0 can easily glitch through solid walls 11:17 tenplus1 this extends the fence top collisionbox downwards over the fence so it cannot glitch through, is essentially making fence 1.5 high :D 11:17 tenplus1 1.25 even 11:17 tenplus1 works better than the mob fences for now :) 11:18 shivajiva :) 11:20 shivajiva I like your persistence :D 11:20 tenplus1 hi fixer 11:20 tenplus1 shivajiva: I found a player on server with 50+ panda's inside a penn and she was really testing the escape-proof fences to the max :P 11:22 shivajiva heh does she know pandas are a protected species 11:23 tenplus1 aparantly not, gotta make them a little more rare and have them eat more bamboo before reproducing 11:24 shivajiva makes sense, they should hardly reproduce at all 11:25 tenplus1 maybe I'll up the bamboo count to 30 before they do... might help 11:25 tenplus1 brb 11:52 tenplus1 o/ fussel 11:52 IhrFussel I need a quick way to disable screwdriver on certain nodes 11:52 tenplus1 on_rotate = nil, 11:52 tenplus1 or screqwdriver_disallow 11:54 tenplus1 on_rotate = screwdriver.disallow, 11:54 IhrFussel All 3 work or just the last one? 11:55 IhrFussel All 2* 11:55 tenplus1 you can do: on_rotate = screwdriver.disallow, on_rotate = screwdriver.rotate_simple, 11:56 tenplus1 or leave empty for all access rotation 12:02 tenplus1 ouch! 12:03 Krock hi tenplus1 12:04 tenplus1 hikrock 12:04 Krock sup? 12:04 tenplus1 k, finished my tinkering for falling.lua, anyone wanna test ??? 12:04 Krock what does it do? 12:04 tenplus1 Krock: falling.lua had issues where it would replace nodes it shouldnt, just finished rewrite 12:04 Krock aha. protected nodes for example? 12:05 tenplus1 this version does same, levels up nodes, floats things on water, replaces buildable_to or water but nothing else 12:05 tenplus1 yes, protected nodes, teleport pads, carpets etc. 12:05 tenplus1 and on some cases slabs 12:06 tenplus1 plop inside empty mod to override original falling nodes: https://pastebin.com/Np6njhs0 12:08 tenplus1 nom time :))))) 12:10 Krock nice, but it doesn't handle node metadata 12:10 tenplus1 will add that soon, just testing it falls in the right places :D 12:14 tenplus1 has meta added: https://pastebin.com/Znz22NFQ 12:23 tenplus1 feedback is more than welcome :D 12:25 rubenwardy Yay tenplus1 12:25 tenplus1 hi ruben 12:25 rubenwardy I disabled it on CTF because of this 12:25 rubenwardy It could be used to drop a flag 12:25 rubenwardy And then place it again 12:25 tenplus1 it kinda works like mc falling now, torches break sand etc. :P 12:25 rubenwardy So teams end up with multiple flags 12:26 tenplus1 erk... not good for a game 12:26 tenplus1 so funny watching ctf on youtube :D 12:37 tenplus1 rubenwardy: if it helps lemmie know, will add a pull for the changes :P 12:40 Krock Smooth movement + Smooth yaw + Smooth = http://krock-works.16mb.com/u/carts_so_smooth.mp4 12:40 Krock ^ smooth movement = ObjectRef:move_to 12:41 tenplus1 wow, nicely done :P 12:42 tenplus1 heh, is one of my karaoke go-to songs :D 13:09 * twoelk stops working, yawns, stretches, makes sure he's alone in office and has a peek into some irc channels 13:09 tenplus1 hey twoelk o/ 13:09 twoelk o/ 13:09 twoelk \o 13:10 twoelk hmm- nice excercise 13:10 tenplus1 lol 13:13 * twoelk wonders wether he can make use of google maps from within company scripts without letting google gather relevant info 13:13 tenplus1 wb entu 13:13 tenplus1 twoelk: use a proxy 13:16 twoelk don't know, they didn't like requests going over proxies in the past - erm, I did do some bulk requests though, maybe if I can keep the traffic harmless 13:16 twoelk although, once the employees find the new feature ..... 13:17 tenplus1 :P 13:21 twoelk I really should put some of my better scripts on my homepage so I can brag with inovative use of slippy maps - ok, boring to most I guess 13:22 tenplus1 slippy maps ? 13:22 twoelk aka known as googlemaps style 13:22 tenplus1 ohh, was wondering :P 13:23 Fixer hi 13:24 twoelk o/ 13:24 tenplus1 final iteration of falling.lua for now: https://pastebin.com/uED0m0YH 13:25 tenplus1 same as before, plop into a blank mod to override original falling entity 13:28 twoelk grrr, I can read extra data out of company databases to suplement gpx data for leaflet maps but fail at reading minetest coordinates from mod files 13:28 tenplus1 lol 13:29 twoelk seems my path tracking toolchain for mt will be delayed 13:32 twoelk maybe I should go and pick more flowers --- from mc for mt --- that is at least more rewarding to the eye :-P 13:33 tenplus1 hows the flower mod coming along ? 13:33 rubenwardy twoelk: could you use openstreetmap? 13:33 twoelk I do mostly 13:34 twoelk but google does have some nice tempting honey 13:36 twoelk tenplus1, I've split it according to the source into a modpack and have most spawning - no interesting uses yet though 13:37 twoelk and all the crafting stuff is missing completey 13:37 tenplus1 am kinda thinking that flowers in general give too many dye... would be better if it were only 2x per flower 13:38 twoelk hm, but I don't like players picking too many flowers 13:38 tenplus1 flowers spread though and the more they pick the less abms are working :D 13:39 twoelk a good gardening concept is still missing in minetest 13:40 tenplus1 we use to have raised flower gardens in xanadu mk.2 that was linked to a main players shop to sell the dye :) was a great way of handling it all 13:40 twoelk I will make use of the shovel to replant flowers and other plants as they are in the wild - similar to the bushes in forgothtenameofthemod 13:41 tenplus1 explain use of shovel ? 13:42 twoelk punch bush and you might get fruit or whatever it drops, dig with shovel and you get a bush or two to replant, dig the bush with something else and it gets destroyed 13:43 tenplus1 ohh right... I wish shears were in default game for that exact use 13:43 tenplus1 dig grass/leaves and only get the odd seed or sapling 13:43 tenplus1 but dig with shears and you get the actual leaves and grass 13:44 twoelk this way you can harvest bushes without replanting and can multiply bushes with the shovel 13:44 twoelk yeah, give more uses to tools 13:44 tenplus1 +20 13:47 twoelk a player should be able to make a garden without having to completely raid the wild - although the fertilizer on xanadu is much fun 13:47 tenplus1 heh, bonemeal mod is handy :D 13:49 twoelk the flower farms on jt2 are interesting but the do take a while 13:49 tenplus1 that's a good thing, it means players need to prepare in advance for things like dye etc. 13:50 twoelk yeah, the scarcity of resources is what made the justtest style servers so interesting 13:52 tenplus1 I reworked the mob drops for animals and monsters so they dont give out as much as well, even set them as low as 0 for rare items 13:52 tenplus1 it's more fun to strive for something :) 13:53 twoelk oh no, not having to kill hundreds of cows for a bag again 13:53 tenplus1 ehehe 13:54 tenplus1 I split drops into 2 catagories, basic drops (meat) and rare (leather)... you always get a basic drop, but the rare is just a little more rare... isntead of 1-2 items I set to 0-2 so you may not get it 13:55 twoelk :-( 13:56 tenplus1 again, less items so more players killing mobs and less lag due to less more :)) yay 13:56 twoelk hm, poor cows 13:57 twoelk can't some of the monsters drop some heap of leather? 13:57 tenplus1 hroses now drop leather as well :D 13:58 tenplus1 and rabbits drop small hides, 2x2 hide = 1x leather :D 13:58 tenplus1 I've added alternatives 13:58 twoelk dungeonmasters are big, they should drop at least 5 premium leather :-P 13:58 tenplus1 haha, maybe :P 13:58 tenplus1 they are kinda large and wooly in a sense 13:59 tenplus1 oh yeah, added fence tops earlier to sit atop normal fences and stop mobs escaping :) 13:59 twoelk they don't pile up anymore? 13:59 tenplus1 stops them using engine bug to glitch through walls and fences now :) adds an overlay to stop them 14:01 tenplus1 for now it's jsut a wood texture, but ideas/design are welcome to make fences look better :P 14:04 twoelk oooh, I might get navit to read mt coordinates, now I just need more time, hm can I claim this to be relevant for company bussines? 14:04 tenplus1 :P 14:05 Sokomine tenplus1: i do have a problem with falling as well. my falling snow node covers that crush the wheat below are very annoying. falling just can't decide between "remove plant" and "stop above plant" 14:05 tenplus1 should snow in mt have 4 levels of height, 1/4 1/2 3/4 full block ??? 14:05 twoelk but snow in real life does sort of destroy crops 14:06 tenplus1 my current changes only have it fall as a node IF there's a space, water or something buildable_to below it... anything else and it drops as item isntead 14:06 tenplus1 could maybe add a rule for attached_nodes like grass/crops etc. that they can be replaced but has drops 14:06 twoelk hm, a wheatfield with lots of snowballs between the plants, might look interesting 14:09 Sokomine tenplus1: install my moresnow mod, mg_villages, start new worlds until you get a snow-covered field - and then drop a snowball right next to a snow-covered wheat field. sadly triggers a cascade. i'd be glad for a solution for that. if you've been working on falling.lua, perhaps you're into the matter and can find a solution? 14:09 tenplus1 getting moresnow mod :) 14:09 tenplus1 I like the idea of leveled snow nodes, but only 4 steps 14:11 Sokomine tenplus1: no. we have too *few* dye generation 14:12 tenplus1 flowers give 4x dye, I just think that's too many... 2x at most 14:12 tenplus1 and maybe a mod to add a grindstone could be used to give more 14:12 tenplus1 2nd tier 14:12 * Sokomine nods heavily to twoelk regarding destruction of the landscape for material aquisition 14:13 tenplus1 should I add in attached node check for falling ? 14:13 tenplus1 for things like crops/grasses to drop drops when hit/landed on 14:14 Sokomine tenplus1: you could spawn less mobs to begin with. killing non-hostile mobs is a no-go. there need to be other materials as sources for bags 14:15 tenplus1 at present leather is obtained from cows, horses and 4x rabbit pelts = 1x leather 14:15 tenplus1 ideas are welcome 14:15 Sokomine twoelk: only if it gets too heavy. granted, it ought to be harvested before the snow fell...but the inhabitants of the village where a bit late :-) 14:16 Sokomine tenplus1: the trouble is that the attached nodes are replaced at all. the snow is soft and fell over a long time... 14:16 twoelk wasn't there some sort of natural desaster mods many years ago? 14:16 tenplus1 yeah, we had a flooding mod and all... was interesting 14:17 Sokomine tenplus1: perhaps once i manage to get rape seed oil ready for usage and if it gets accepted into mtg as a dye extension. then 2 dyes per flower would be ok. even one 14:17 twoelk although I do hate the dragen when playing carcassonne 14:17 twoelk *dragon 14:17 tenplus1 Sokomine: will leave out the attached node check and if anything falls on crops it simple drops as item instead of being placed 14:17 tenplus1 Sokomine: yeah, my dye and wool pulls are still up there if any changes need added 14:17 Sokomine tenplus1: add leather to hostile mobs. cows, horses and rabbits are all peaceful and therefore not killed by me. so the only way to get the required bags is to wait for mobs to drown. not very efficient in any way... 14:18 twoelk hurray for rape ---- sounds weird --- granola? 14:18 tenplus1 Sokomine: how about dungeon masters ? they are kinda like big huge chewbacca's anyhoo ???? 14:18 tenplus1 canola oil/seed sounds better, rape seed doesnt have the same ring... that's why I added hemp 14:20 twoelk linen-flax is one thing that is still missing 14:20 tenplus1 hemp fibre :P 14:21 Sokomine twoelk: that's the trouble with Raps - the english term is a bit...problematic. and granola seems to be too specific 14:21 Sokomine buuh! why do you english-speaking people have so much trouble with that innocent plant? :-) it really is a beautiful sight to see huge fields blossoming 14:22 tenplus1 :P 14:22 twoelk making linen out of flax is so ridiculously complicated - perfect for a long crafting chain 14:22 tenplus1 I see fields of it in the country, is real nice 14:22 Sokomine tenplus1: dms would be fine. they need to be killed due to their destructiveness anyway 14:23 twoelk oerkis could drop cloaks :-D 14:23 tenplus1 hah yeah... 14:24 twoelk maybe they could drop lots of fake watches hidden under the cloak, or a seseme street style number 14:25 tenplus1 they do seem rather dodgy sneaking around in their cloaks :P 14:25 tenplus1 k, dungeon masters can drop mese fragments, diamond, mese crystals and diamond blocks... all set to random chance... will add leater 14:27 twoelk actually that fits, you need bags to not drop everything when you die, and source for bags is a mean killer 14:28 tenplus1 mese fragment (chance 1, 0-2), leather (chance 2, 0-2), mese crystal (chance 3, 0-2), diamond (chance 4, 0-1), diamond block (chance 30, 0-1) <-- hows that ??? 14:28 twoelk they are bigger than cows :-D, lots bigger 14:29 tenplus1 0-3 ? 14:29 twoelk oh dear, now I need to go dm hunting 14:29 tenplus1 dont wanna make it too easy now :P 14:30 twoelk I wonder wether dm leather is more fireproof than others 14:30 tenplus1 sadly no, they still take fire/lava damage... 14:31 tenplus1 they mix gases outside their body to produce the plasma ball they throw at players 14:31 twoelk hm, probably smells of burnt fingers near them 14:32 tenplus1 stone monsters have a chance of dropping torches, iron or coal... maybe I should add cobble :) 14:41 twoelk hm, my app says the shortest way from seattle to newyork by bike is to ferry over lake michigan 14:41 tenplus1 ahahah 14:42 twoelk a mere 262 hours 14:45 twoelk Mt.Everest is not a valid destination? 14:45 tenplus1 facedeer's hopper nodes are all kinda specific when it comes to input.output directions, messing with rotation can cause havoc 14:46 IhrFussel tenplus1, will screwdriver.disallow work without depending on it? 14:46 IhrFussel I'm guessing no 14:46 tenplus1 it's still looking for the global 'screwdriver' so it'll need the mod actve 15:05 tenplus1 wb 15:05 Krock ty tenplus1 15:10 tenplus1 maybe a switch to enable falling nodes to drop onto attached nodes, if false then falling entity drops as items, if true then it replaces node and drops the node's items ?!?! 15:16 Sokomine tenplus1: i need falling nodes that stop right above any node...no matter weather it's an attached one or not 15:17 tenplus1 working on that part just now... 15:17 tenplus1 wait, even the buildable_to nodes like grass ? 15:17 Sokomine exactly...in particular those 15:18 Sokomine can't drop a snow cover on them if they're gone at the time the snow has finished falling 15:18 tenplus1 hrm, that's gonna make things more complicated :PPP 15:18 Sokomine :-/ 15:18 tenplus1 at present the changes replace any buildable_to node below... but if it's an attached_node then it'll drop contents if setting true, or stop above it setting false 15:23 tenplus1 :P 15:36 tenplus1 having a falling entity flaot above non walkable nodes like gras and crops isnt easy 15:36 tenplus1 they keep wanting to fall 15:42 longerstaff13 o/ 15:42 tenplus1 wb longer 15:42 longerstaff13 ty 11 15:44 tenplus1 this is my last version:https://pastebin.com/V5KudmTG 15:45 tenplus1 it honors drops from falling node and node it falls onto for attached_nodes, as for floating above crops, that isnt gonna happen 15:45 tenplus1 everytime you hit the node it tries to fall continuously again and again 15:51 tenplus1 so I removed that and opt for drops instead 16:50 tenplus1 rubenwardy: https://pastebin.com/V5KudmTG for CTF if you wanna use it 16:55 tenplus1 hi Cal 16:56 IhrFussel How can I disable moretrees jungletrees growing out of default jungletree saplings? 16:56 tenplus1 hi gary 16:57 Krock https://gitlab.com/VanessaE/moretrees/blob/master/saplings.lua#L78-84 16:57 Sokomine IhrFussel: keep the moretree jungletrees. they have beautiful leaves 16:58 Krock Sokomine: maybe he wants separate saplings for them 16:58 Krock surely don't remove them 16:59 IhrFussel I commented those lines...so will they now grow as "default:jungletree"? 16:59 Krock probably. test ti. 16:59 IhrFussel Or does moretrees override them somewhere else? 16:59 garywhite hi 16:59 Krock grep -r "default:junglesapling" 17:13 Calinou hi :) 17:15 Krock hi Calinou 17:15 Krock same PRs of your repos are waiting for action 17:25 IhrFussel My map doesn't load again...iotop shows minetestserver 0.00% 17:26 IhrFussel Everything else works...chat, entities etc 17:27 IhrFussel What could be the reason for that? 17:27 IhrFussel Other software uses IO just fine 17:36 tenplus1 no errors in console ? 17:38 IhrFussel Nope, can even dig/place nodes without problem 17:38 IhrFussel Just no map loads 17:38 tenplus1 just not loading map ? 17:39 IhrFussel Even entities load 17:39 tenplus1 something is holding up map loading, like a globalstep or abm gone rogue 17:41 IhrFussel It worked for a moment now stalls again 17:42 tenplus1 biomes_lib might be overstressed 17:44 IhrFussel CPU usage was only 5-10%, so no big tasks 17:47 tenplus1 could always enable the DEBUG flag in biome_lib and see if anything pops up in console 17:48 tenplus1 other than that I dunno, just sounds to me like something is trying to generate on the map and stalling 17:48 tenplus1 brb 17:55 IhrFussel Can a mod stall the whole mapgen? 17:55 tenplus1 oh yes 17:55 tenplus1 had issues with the furnace in the past stalling servers 18:00 tenplus1 what other mods you got affecting mapgen ? 18:02 Krock Lua doesn't have delay functions. It would stall with 100% CPU use 18:26 IhrFussel Then it was not caused by a mod since everything except map loading worked 18:27 Krock using 0.4.17.1 already? 18:39 IhrFussel Still 0.4.17-dev from Dec but that issue is new I think...it didn't happen a few weeks ago 18:40 IhrFussel The map stalling happens to all players so not a client issue...the server doesn't send mapblocks to anyone for some time for some reason...no entries in debug.txt and chat/entities/placing/digging work 18:56 tenplus1 any settings in the .conf been changed of late ? 18:56 rubenwardy \o/ 18:57 tenplus1 wb wuben 18:57 tenplus1 :P 18:59 Krock tenplus1: yes, the following setting was added: stall_server_at_a_random_time_when_nobody_expects_it = true 19:00 tenplus1 knew it :P 19:00 tenplus1 lol 19:06 rubenwardy nerzhul: I'm making an RPC mod for server-2-server and server-2-client messages 19:07 rubenwardy how would you recommend doing it given that a mod hosting a server is a bad idea? 19:07 rubenwardy I'm thinking a HTTP broker/message queue 19:07 rubenwardy it's not really rpc 19:07 rubenwardy it's more like server-2-server channels 19:11 tenplus1 hi Gael-de-Sailly 19:11 Gael-de-Sailly Hi tenplus1 19:12 sofar rubenwardy: have both servers talk to a socket that is local and maintained by a relay daemon? 19:13 rubenwardy heh 19:13 tenplus1 hi andro 19:13 rubenwardy Minetest's http API is nice though 19:16 rubenwardy I have loads of usecases for this 19:16 rubenwardy such fun 19:16 rubenwardy I'd like to make a server moderation app for Android 19:17 rubenwardy maybe 19:18 IhrFussel tenplus1, I heard you use new spider models/textures by AspireMint? Do you know if the model/texture all compatible with older mobs redo versions? 19:18 IhrFussel are compatible* 19:19 tenplus1 the new spider model and new textures are included with mobs_monster and have aliases set so that older spider entities are replaced with the new 19:20 IhrFussel Yes but I mean should the model/textures work in old mobs redo versions too? Or was anything changed in model definition etc? 19:21 tenplus1 the new model cannot use old textures, the new textures replace those for crystal spider and add new one's for mese, snow, cave and tarantula tho 19:21 rubenwardy what's the closest format to .conf? 19:21 rubenwardy I want to have syntax highlighting in a read me 19:21 rubenwardy hmm 19:23 tenplus1 IhrFussel: the new spider definition is independent of the api, it should work fine with older api's so long as it has the on_spawn function included, and that's been in the api since december 19:47 tenplus1 nite folks 19:55 Calinou rubenwardy: C? 19:55 Calinou Python? 19:55 Calinou PHP, even? :P 19:55 Calinou or TOML perhaps… 19:56 rubenwardy ew C 19:56 rubenwardy *PHP 19:56 rubenwardy I'm talking about technologies, not about languages 19:56 rubenwardy so message brokers, protocols, etc 19:57 rubenwardy oh wait 19:57 rubenwardy well, it's not like any of those really 20:02 rubenwardy heh 20:03 rubenwardy I'm overengineering this 20:03 rubenwardy I'll stop 20:09 * tumeninodes pushes rubenpause 20:10 tumeninodes So, I took a nice long stroll through 'old mods' section last night 20:11 tumeninodes sadly, quite a few dead 404's in there. 20:12 Krock dead 404 = it works? 20:12 Krock or is the 404 page down? 20:12 tumeninodes :| 20:12 tumeninodes smartass 20:12 Krock :3 20:12 tumeninodes :D 20:14 tumeninodes I have decided to gather those which are still available (miraculously), will go through them one by one to see if they are worth updating, and then will host on github 20:15 tumeninodes but thought it might be cool, to open an (somewhat) official archive mods repo? 20:16 tumeninodes for just such type of mods, and old TPs which were never properly hosted. Does anyone think that might be a good idea? 20:25 tumeninodes there's also a ton of them in WIP mods, which some are pretty cool still, but hosted on mediafire, etc.. Be a shame to lose even more as time goes by. 20:39 Sokomine tumeninodes: good luck! i'm afraid there are just too many mods to handle. i tried years ago to sort them into categories...and eventually gave up. jsut too much 20:47 tumeninodes I'm just picking the ones which interest me right now. I have a handful. 22:22 IhrFussel "Could not load mesh mobs_spider.x" is what I get a lot since I replaced the spider model with a .b3d one 22:24 IhrFussel Anything I can do about it? Looks like the model name is part of the staticdata in mobs redo 23:42 Sokomine it's always surprising how code starts to work once erros are removed :/ 23:42 Sokomine caught one that was bothering me in my current mod... 23:43 IhrFussel The 0.4.17.1 update might've fixed my longtime issue with randomly stopping cars ... it didn't happen in the last 15 minutes 23:58 paramat not so sure, 5.0.0dev stops my vehicles 23:58 paramat i want to investigate what causes it