Time |
Nick |
Message |
00:25 |
rubenwardy |
Check out @realDonaldTrump’s Tweet: https://twitter.com/realDonaldTrump/status/1021234525626609666?s=09 |
01:15 |
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01:23 |
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03:58 |
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05:03 |
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05:04 |
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05:49 |
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06:30 |
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06:42 |
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08:03 |
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09:39 |
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09:39 |
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09:58 |
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tenplus1 joined #minetest-hub |
09:58 |
tenplus1 |
Hi folks :) |
09:58 |
tenplus1 |
https://forum.minetest.net/viewtopic.php?f=9&t=20568 |
09:58 |
tenplus1 |
!title |
09:58 |
MinetestBot |
tenplus1: [Mod] Pig Iron [pigiron] - Minetest Forums |
09:58 |
ANAND |
Hiya tenplus1! :) |
09:58 |
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Fixer joined #minetest-hub |
09:58 |
tenplus1 |
hi fixer |
10:00 |
tenplus1 |
hi ANAND |
10:00 |
tenplus1 |
we now have Pig Iron in-game :) |
10:01 |
tenplus1 |
makes steel that little bit harder to obtain and adds a little progression to things |
10:01 |
ANAND |
Interesting... :) |
10:03 |
tenplus1 |
would any nice forum admin please move the link into Mod Releases please :PP |
10:06 |
Fixer |
hi |
10:15 |
Shara |
Ten, post a move request |
10:16 |
tenplus1 |
hi shara |
10:16 |
Shara |
I check them almost every day, so that's the quick way now |
10:23 |
ANAND |
Shara, I've added a license to this mod, is it now ready for the move? https://forum.minetest.net/viewtopic.php?t=20261 |
10:24 |
Shara |
I can't check right now, but I will later |
10:25 |
ANAND |
No worries, thanks :) |
10:27 |
Shara |
I have tried to make mod topic moves much easier to keep track of, so that people won't be kept waiting long |
10:27 |
tenplus1 |
added move req :) |
10:27 |
Shara |
And so far it's down from two pages to less than one, so I think it's working |
10:34 |
tenplus1 |
:) |
10:39 |
* tenplus1 |
makes pasta |
10:40 |
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Krock joined #minetest-hub |
10:40 |
Krock |
hi tenplus1 |
10:40 |
Krock |
knock knock |
10:41 |
* Krock |
watches tenplus1 making pasta right now |
10:44 |
* tenplus1 |
shares brocolli and tuna linguini with garlic bread |
10:44 |
tenplus1 |
*noms* hi Krock |
10:44 |
Krock |
I only know garlic bread from its memes .. |
10:45 |
tenplus1 |
lol, its nice if made properly :P also https://forum.minetest.net/viewtopic.php?f=9&t=20568 |
10:48 |
Krock |
tenplus1: there's still someone waiting at the door |
10:48 |
tenplus1 |
??? |
10:49 |
tenplus1 |
Jesus, is that you |
10:49 |
tenplus1 |
:P |
10:49 |
Krock |
No, it's me, Missing Dependencies |
10:49 |
ANAND |
lol |
10:49 |
tenplus1 |
heh, what dependencies |
10:49 |
Krock |
of your mod. default, luckyblocks and the 3rd that I don't remember |
10:50 |
tenplus1 |
default, lucky_block? and stairs? |
10:50 |
Krock |
yeah, these |
10:50 |
tenplus1 |
only default is needed really :P |
10:50 |
Krock |
missing in the topic. it's a requirement to move it to Mod Releases |
10:50 |
tenplus1 |
ohh, 2 ticks |
10:52 |
Krock |
rubenwardy: the API can still break with 6.0 FYI |
10:52 |
tenplus1 |
fixed |
10:52 |
Krock |
nice |
10:53 |
Krock |
tenplus1: also got an idea regarding the player damage issue |
10:53 |
Krock |
in falling_node |
10:53 |
tenplus1 |
do tell ? |
10:53 |
Krock |
since you want to damage those which are in that area - make use of the Raycast object and start with one node edge, damage all objects inside until you reach the bottom node edge |
10:54 |
Krock |
gimme time to type lol |
10:54 |
Krock |
that will damage the player twice, the poor chicken once and the XXL monster trice |
10:55 |
tenplus1 |
lol |
10:55 |
Krock |
*thrice |
10:55 |
tenplus1 |
dont want that sadly |
10:55 |
Krock |
why not? |
10:55 |
Krock |
it's about the same amount of code and invested time each iteration |
10:56 |
Krock |
oh right, Raycast is 5.0 only |
10:58 |
tenplus1 |
if it only hurts player when landing at their feet in 0.5 then it's ok... |
10:58 |
tenplus1 |
dont want it to be intensive in any way |
10:58 |
Krock |
it's not intensive :3 |
10:59 |
Krock |
and the head in sand hurts more than feet in sand |
10:59 |
Krock |
(in the Outside game) |
11:11 |
rubenwardy |
Correct, yes |
11:12 |
tenplus1 |
hi ruben |
11:18 |
tenplus1 |
thanks for moving mod into releases btw :D |
11:20 |
Shara |
No problem |
11:21 |
Shara |
Krock kinda did most of the work for me by telling you what to add :) |
11:21 |
Krock |
^^ |
11:22 |
tenplus1 |
heh, always forget the dependencies :P |
11:28 |
tenplus1 |
irl steel is stonger than bronze so will look into changing tool specs in the next update |
11:42 |
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paramat joined #minetest-hub |
11:43 |
tenplus1 |
o/ paramat |
11:44 |
* paramat |
eats the garlic bread, he loves garlic, despite being slightly vampiric |
11:44 |
tenplus1 |
lol |
11:49 |
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DI3HARD139 joined #minetest-hub |
11:49 |
tenplus1 |
hi DI3HARD139 |
11:50 |
DI3HARD139 |
Hello tenplus1 |
11:51 |
tenplus1 |
o/ |
13:53 |
BillyS |
Hmmm |
13:53 |
BillyS |
o/ tenplus1 |
13:53 |
tenplus1 |
hi billy |
13:54 |
tenplus1 |
whassup |
13:54 |
BillyS |
Any idea how to make an entity disappear after a certain amount of time? |
13:54 |
BillyS |
Just breaking things, notin unusual. :P |
13:55 |
tenplus1 |
yeah, add an on_step = function(self,dtime) |
13:55 |
BillyS |
I could use minetest.after but that get cancled |
13:55 |
BillyS |
Oh, smart |
13:55 |
BillyS |
thx |
13:55 |
tenplus1 |
and inside that haev a counter... timer = ttimer + dtime ; if timer >= 10 then self.object:remove() |
13:56 |
BillyS |
Hmm |
13:56 |
BillyS |
Could I have it disappear when it's child is removed? |
13:56 |
BillyS |
Actaully ... hmm |
13:56 |
BillyS |
I'm using a entity system to freeze players |
13:57 |
BillyS |
But if the server restarts, you'll have invisible indestructable entities floating around |
13:57 |
BillyS |
Which isn't good |
13:57 |
tenplus1 |
heh |
13:58 |
Krock |
BillyS: if that's a longer duration, also save that field in get_staticdat |
13:58 |
tenplus1 |
do they attach to players when they make them freeze ? |
13:58 |
Krock |
+a() |
13:59 |
BillyS |
yes |
13:59 |
BillyS |
k, thx Krock |
13:59 |
tenplus1 |
so you could set an attached table and if not attached[player] then do timer, if timer > 10 seconds remove |
13:59 |
BillyS |
yeah, that would work |
14:00 |
Krock |
iterate through all players and get player_obj:get_attach() |
14:00 |
Krock |
if it's nil, they're not attached to anything. if it returns an object, then it might be a freezer |
14:00 |
BillyS |
players are detacted on reboot, that's the issue |
14:00 |
Krock |
and if the object belongs to no player, then it can be deleted |
14:00 |
BillyS |
true |
14:00 |
Krock |
oh |
14:00 |
tenplus1 |
many ways to do a thing :)) |
14:03 |
BillyS |
Hmm ... |
14:03 |
BillyS |
Each entity would need to know what player it was supposed to be grabbing |
14:04 |
Krock |
-> keep the player name in the entity |
14:04 |
tenplus1 |
that's why I mentioned a table, then you could check if player is already attached or not when more than one entity is around |
14:04 |
Krock |
inb4 such a table already exists by default |
14:04 |
Krock |
minetest.player_attached or something like that (0.4.x notation) |
14:04 |
Krock |
s/minetest/default/ |
14:05 |
BillyS |
What type is staticdata? |
14:05 |
BillyS |
Or does that not matter? |
14:05 |
Krock |
you must return a string |
14:05 |
Krock |
what it contains is up to you |
14:05 |
BillyS |
ok |
14:06 |
Krock |
and that very same string will be provided in on_activate |
14:07 |
BillyS |
I see |
14:08 |
BillyS |
So if I pass the player name is that string, I can set it as an attribute or something in on_activate, which can be read by on_step |
14:08 |
BillyS |
Correct? |
14:08 |
BillyS |
s/is/as/ |
14:14 |
BillyS |
Ok, I figured it out. Thx for the help |
14:19 |
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IhrFussel joined #minetest-hub |
14:19 |
tenplus1 |
hi fussek |
14:19 |
tenplus1 |
er... *fussel :P |
14:32 |
Fixer |
s/doom/minetest/ |
14:33 |
IhrFussel |
paramat, it suddenly started happening again (0.4.17.1) |
14:33 |
IhrFussel |
Hello guys =) |
14:33 |
tenplus1 |
o/ |
14:33 |
tenplus1 |
what's happening ? |
14:34 |
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CWz joined #minetest-hub |
14:34 |
tenplus1 |
hi CWz |
14:34 |
CWz |
Ello |
14:34 |
paramat |
oh |
14:35 |
paramat |
(vehicle halting i assume) |
14:35 |
Fixer |
IhrFussel: please compile debug build and run it under gdb and then post a backtrace during stall |
14:35 |
IhrFussel |
Yes cars suddenly halt again when driving at top speed ... it didn't happen for days and now all of a sudden |
14:37 |
IhrFussel |
Didn't paramat pretty much find the issue code already? He added various debug outputs to his builds in the github issue |
14:38 |
Fixer |
IhrFussel: of stalls? |
14:39 |
IhrFussel |
Oh no, sorry I meant the halting of vehicles not the map stalling...that didn't happen for a few days now and I can't tell what "fixed" it either |
14:39 |
IhrFussel |
Both issues seem to be random...sometimes they happen, other times not |
14:40 |
IhrFussel |
For now I'll disable colliding with other objects for cars...might look weird when it drives through players but whatever |
14:43 |
Krock |
Fixer: how do you want to generate a backtrace without a crash? |
14:44 |
Fixer |
Krock: stop execution and look what was executed last? |
14:44 |
Krock |
that seems rather unreliable, given the structure of Minetest |
14:45 |
Krock |
gprof would however provide a call graph - how many times which function was executed. it's much data, and takes time to analyze |
14:47 |
Fixer |
Krock: you can look in all threads in gdb |
14:47 |
Fixer |
but whatever |
14:48 |
IhrFussel |
Wait...do you still collide with players when it's set to false? |
14:49 |
paramat |
yes the vehicle halting is quite variable. i have found the cause, will probably try coding an engine solution |
14:49 |
Krock |
and I provided a solution. yet didn't bother making a PR and testing it |
14:50 |
paramat |
Ihr not sure |
14:51 |
Krock |
IhrFussel: https://github.com/minetest/minetest/blob/master/src/collision.cpp#L352 no. |
14:52 |
Krock |
(players are also ActiveObjects) |
14:52 |
IhrFussel |
Something is wrong...I added the flag as false to my cars definition yet it seems to ignore it? |
14:52 |
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14:53 |
tenplus1 |
o/ Sokomine |
14:56 |
CWz |
is there any anti spam mod? |
14:57 |
IhrFussel |
CWz, MT has builtin "anti-spam" settings |
14:57 |
Krock |
CWz: it's called minetest.conf |
14:57 |
CWz |
in 0.4.17? |
14:59 |
tenplus1 |
ssd's are good |
15:00 |
Krock |
https://github.com/minetest/minetest/blob/stable-0.4/builtin/settingtypes.txt#L870-L879 |
15:00 |
Krock |
well, they seem to be missing in the minetest.conf |
15:00 |
Krock |
weird enough, I ran the updater just recently |
15:02 |
Krock |
AH I see why |
15:02 |
Krock |
the lines start with # |
15:07 |
IhrFussel |
Nevermind I had to define the flag in framework.lua not in the car definition table |
15:08 |
IhrFussel |
BTW: Is it not possible to just apply every definition of a table in register_entity()? I see mobs redo and vehicle_mash and other mods do an external "define table" and then they define the ACTUAL values in another file |
15:09 |
tenplus1 |
minetest.add_item(pos, name, definition/meta) |
15:10 |
IhrFussel |
In register_entity() it looks like "nametag = def.nametag, hp_max = def.hp_max" that's what I mean |
15:10 |
tenplus1 |
ohh |
15:10 |
IhrFussel |
Why not just copy the entire table into register_entity()? |
15:10 |
tenplus1 |
cause I use the def.* for other stuff before registering entity :P |
15:11 |
IhrFussel |
But this way one has to edit api.lua to add custom fields |
15:11 |
tenplus1 |
no you dont |
15:12 |
tenplus1 |
if you add a field like say self.banana it's saved within the entity itself, no need to touch API at all |
15:12 |
IhrFussel |
If I add test = 1 in a mob definition then api.lua doesn't know about "def.test" |
15:12 |
tenplus1 |
do_custom and on_spawn can add/handle any new mob variables you want and they are saved internally |
15:12 |
tenplus1 |
it doesnt have to... you add that by otehr means |
15:13 |
tenplus1 |
the api is made in such a way you dont have to touch/change it |
15:13 |
tenplus1 |
not unless we're adding a brand new feature |
15:14 |
IhrFussel |
So it's rather a design choice than a technical limitation... assuming table.copy() would simply work inside register_entity() |
15:15 |
tenplus1 |
yup |
15:17 |
tenplus1 |
lol, hi sfan |
15:25 |
IhrFussel |
Krock, so does collide_with_objects = false 100% avoid that issue? Or is it not known yet (wanted to ask paramat but he just left) |
15:26 |
Krock |
IhrFussel: it skips the entire object collision check, so why do you think it would check objects anyway? |
15:26 |
IhrFussel |
Cause paramat later said in that issue on github that "it won't work" and player always collide with objects |
15:27 |
IhrFussel |
But maybe he meant it in another context |
15:27 |
Krock |
not if they're attached |
15:27 |
Krock |
but other objects will collide with the attached player |
15:27 |
Krock |
that's the main issue here. it only ignores one direction |
15:28 |
IhrFussel |
Okay but halting should not happen anymore randomly if I understood it right |
15:28 |
Krock |
should not. also the player >should not< jump so weirdly |
15:29 |
Krock |
yet it does due too the node collisions |
15:29 |
Krock |
*due to |
15:29 |
tenplus1 |
can only test and see if it works better :P |
15:30 |
Krock |
KGM won the bloody war against Linuxdirk because they resigned https://forum.minetest.net/viewtopic.php?p=326607#p326607 |
15:31 |
Krock |
<insert joke about the French here> |
15:31 |
IhrFussel |
I hope you will backport the fix for that, but it#s not even known if there will be another bugfix release before 5.0.0 |
15:31 |
Krock |
> implying there will be 0.4.18. but yet that's not even clear yet |
15:31 |
Krock |
nvm, I should read the entire sentences |
15:32 |
IhrFussel |
0.4.17.2 would sound more appropriate |
15:32 |
tenplus1 |
0.4.17-3.14 |
15:33 |
IhrFussel |
What's with paramat's MTG issue then? Commits that need to be backported to 0.4 |
15:34 |
Krock |
0.4.17.2 is already out for andoid |
15:34 |
Krock |
IhrFussel: just for the case if it happens that 5.0 isn't ready soon |
15:59 |
tenplus1 |
PigIron changes xpanes' Iron Bars recipe to use iron ingots |
16:01 |
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aerozoic joined #minetest-hub |
16:01 |
tenplus1 |
hi aerozoic |
16:02 |
aerozoic |
yo tenplus1! |
16:21 |
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paramat joined #minetest-hub |
16:25 |
CWz |
how do i use multiple gsubs |
16:26 |
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AndroBuilder joined #minetest-hub |
16:26 |
tenplus1 |
hi andro |
16:46 |
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garywhite joined #minetest-hub |
16:46 |
tenplus1 |
hi gary |
16:46 |
garywhite |
hi |
17:20 |
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17:20 |
xerox123_ |
Hey Gael |
17:20 |
xerox123_ |
And ten and gary |
17:21 |
tenplus1 |
hi xerox |
17:26 |
tenplus1 |
anyone interested in testing out my Pig Iron mod, here ya go: https://forum.minetest.net/viewtopic.php?f=11&t=20568 |
17:30 |
Krock |
nice tenplus1. You already got more replies than me on my last three mods together :D |
17:30 |
tenplus1 |
heh, most of those are to rename the mod to Wrought Iron instead :) |
17:31 |
tenplus1 |
I still need to add iron tools and override default one's to their respective levels |
17:35 |
* paramat |
announces "self banana" |
17:36 |
tenplus1 |
all hail self.banana |
17:39 |
Krock |
self.banana = self |
17:40 |
Krock |
now you can have a long banana like self.banana.banana.banana.banana |
17:40 |
tenplus1 |
infinite bananas... omg! |
17:41 |
Krock |
more like you're eating the same banana over and over again |
17:41 |
Krock |
you're eating but it won't satisfy your stomach |
17:41 |
tenplus1 |
that has to be one good banana |
17:42 |
tenplus1 |
I take it tools can be overwritten with new values in 0.4.16? |
17:42 |
tenplus1 |
and 0.4.17 ? |
17:43 |
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17:43 |
tenplus1 |
will be swapping bronze <-> steel values around since steel is stronger than bronze... and adding iron inbetween old steel and stone values |
17:44 |
tenplus1 |
hi Dar |
17:44 |
tenplus1 |
hi Darcidride |
17:48 |
Krock |
tenplus1: no, that's a 5.0.0 feature |
17:49 |
Krock |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4689-L4699 |
17:50 |
tenplus1 |
damn, was hopinh to override at startup like a node... pah! |
17:51 |
Krock |
you can override the tool def |
17:51 |
Krock |
but it'll be static |
17:51 |
Krock |
overriding just like regular items. the tool caps will be the same for the items |
17:51 |
tenplus1 |
that's fine... to tweak default tools at startup |
17:52 |
Krock |
I thought you meant enhancements |
17:52 |
tenplus1 |
nah, basically switch bronze/steel capabilities around |
17:52 |
tenplus1 |
and I'll add iron separately |
18:03 |
ircSparky |
what is plater control aux1? |
18:03 |
ircSparky |
player* |
18:03 |
ircSparky |
use? |
18:03 |
tenplus1 |
isnt aux1 what's used for E (fast) movement ? |
18:04 |
ircSparky |
yea i think so |
18:04 |
ircSparky |
there isnt anything for the drop key? |
18:05 |
tenplus1 |
not sure |
18:05 |
tenplus1 |
aux2 mebbe |
18:05 |
tenplus1 |
:p |
18:33 |
paramat |
updated my weather mod (snowdrift) https://forum.minetest.net/viewtopic.php?p=326648#p326648 |
18:33 |
tenplus1 |
sweet |
18:37 |
paramat |
finally followed the forks |
18:38 |
paramat |
^ Shara may be interested |
18:39 |
Shara |
paramat: nice. |
18:39 |
Shara |
Sometimes more intensive is indeed worth it |
18:39 |
Shara |
Now I want to see more weather types :D |
18:54 |
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18:59 |
tenplus1 |
hi benrob |
19:08 |
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ssieb joined #minetest-hub |
19:08 |
tenplus1 |
hi ssieb |
19:08 |
tenplus1 |
Pig Iron updated, added iron sword, axe, shovel, hoe |
19:10 |
ssieb |
hi |
19:29 |
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19:30 |
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lisac joined #minetest-hub |
19:32 |
tenplus1 |
hi lisac |
19:58 |
tenplus1 |
Xanadu now running PigIron if anyone wants a try |
20:12 |
lisac |
hey tenplus1 |
20:13 |
lisac |
PigIron? |
20:13 |
tenplus1 |
yeah, added a new mod: https://forum.minetest.net/viewtopic.php?f=11&t=20568 |
20:13 |
* CWz |
finished combining two mods |
20:13 |
tenplus1 |
you cook iron lumps into iron ingots and can make blocks, stairs, tools from it... has rusted iron variants and you need charcoal + iron to make steel |
20:15 |
ircSparky |
can you give a player an on_rightclick? |
20:16 |
tenplus1 |
never tried sparky, but you could easily make on_rightclick for an item to click player with |
20:17 |
rubenwardy |
yes |
20:17 |
rubenwardy |
a barter mod does this |
20:17 |
tenplus1 |
player on_rightclick = hydrogen bomb goes off in the distance |
20:19 |
ircSparky |
!mod barter |
20:19 |
MinetestBot |
ircSparky: Could not find anything. |
20:19 |
Krock |
player on_rightclick? since when? |
20:19 |
Krock |
more like on_place on pointed_thing.ref = PlayerRef |
20:21 |
tenplus1 |
ahh |
20:22 |
ircSparky |
I dont see the barter mod |
20:29 |
ircSparky |
on_place doesnt work on players |
20:31 |
tenplus1 |
nite folks o//// |
20:31 |
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21:06 |
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21:17 |
IhrFussel |
Are there ways for a "bad client" to increase server load/max_lag? |
21:19 |
sfan5 |
i'm sure there are some |
21:20 |
IhrFussel |
It#s kinda suspicious to see the lag spike to 2.5 secs from 0.3-0.4 |
21:20 |
sfan5 |
now if you ask for a "bad client" to accidentally increase server load, not sure about that |
21:21 |
sofar |
yes, there are many ways |
21:22 |
sofar |
I've tested a few malicious protocol exploits myself, and the server has zero defenses against some attacks |
21:37 |
Sokomine |
paramat: is there a way to store additional data (mod-side) in a mapchunk? |
21:38 |
paramat |
don't think so |
21:39 |
Sokomine |
just wondered after reading an entry in the settlements topic. i don't have any idea for a clean way of inter-mod-communication and telling other mods that this mapchunk has been taken over by this-and-that-mod |
21:39 |
paramat |
maybe designating a particular node to store metadata? |
21:40 |
paramat |
like the node at minp |
21:40 |
Sokomine |
that's what i thought about first as well. might work for the current mapchunk to some degree |
21:41 |
Sokomine |
but if people mix diffrent ways of spawning buildings...i'm not certain if that'd work |
21:44 |
sofar |
if 2 mods are "cooperating" I assume it's because they use the same API functions to do certain things |
21:44 |
sofar |
then why couldn't you have a 3rd mod provide some API class that does the arbitration, and that mod can use mod_storage? |
21:44 |
sofar |
or something more decent like lsqlite3 if you need more performant storage etc. |
21:45 |
Sokomine |
sofar: that's the other option, yes. trouble with that is that there may be quit a lot of mapblocks. storing which one got taken over by which mod needs to be stored somewhere |
21:45 |
Sokomine |
at least village placement mods ususally prefer the surface area, so that limits it slightly. still...quite a lot of are |
21:45 |
sofar |
"a lot" isn't really a problem for lua |
21:46 |
sofar |
writing updates to disk a lot is mitigated with mod_storage already significantly |
21:46 |
sofar |
and you can store unlimited objects in mod_storage if you need |
21:46 |
sofar |
e.g. you could make the blockpos a key in the mod_storage |
21:47 |
Sokomine |
mg_villages already stores quite a lot. for the villages as such that ought to be ok (they are far enough apart to be few enough in general). i do store the lone houses as well |
21:47 |
sofar |
I don't think that's any issue at all |
21:47 |
Sokomine |
oh? is mod_storage that versatile? can it really handle larger amounts of data? |
21:49 |
Sokomine |
now if those other village generation mods want to coexist...there's got to be some way of storing who's responsible for what. if mod_storage can do that? |
21:50 |
Sokomine |
with a real database it'd be possible to just store the coordinates of the mapchunk and what's there. range checks would then be pretty easy |
21:51 |
IhrFussel |
If mod_storage is as fast/faster as lua tables then iterating through 1,000 will take a few ms at most |
21:51 |
IhrFussel |
1,000 data entries* |
21:53 |
IhrFussel |
Your plan sounds like a lot more than just 1,000 entries though |
21:59 |
Sokomine |
good question and hard to predict how much it will be |
22:06 |
Sokomine |
a simple way at least for the current mapchunk might indeed be an api. if all mods that are intrested in large-scale map modification depend on it, ask that api in their on_generated call weather the current chunk has already been taken over or not and tell the api if they want to have it |
22:06 |
Sokomine |
might be enough for simple cases... |
23:04 |
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Raven262 joined #minetest-hub |
23:06 |
aerozoic |
Anybody know if raspberry pi's are good for hosting a server 24/7? |
23:09 |
sofar |
depends on mods/usage and your expectations of it |
23:15 |
IhrFussel |
Is a Rpi CPU more powerful than AMD Opteron? |
23:17 |
IhrFussel |
My server ran on an Opteron in the past and max_lag was constantly between 1.5 and 3 secs...not unplayable but regular lag spikes |
23:18 |
sofar |
heh, it's far less powerful |
23:20 |
BillyS |
aerozoic: I know xerox123 has a PRi he hosts on. Not sure if he is willing to host more servers tho |
23:20 |
BillyS |
*Rpi |
23:22 |
aerozoic |
I'm looking for cheap options to self-host my server. |
23:22 |
rubenwardy |
linode.com $10 |
23:22 |
rubenwardy |
:) |
23:22 |
xerox123_ |
There aren't any servers on my Pi rn |
23:23 |
sofar |
free AWS hosting for 1 year |
23:24 |
sofar |
use a t2.micro instance and under 30gb of SSD storage |
23:24 |
sofar |
plenty to run a really good server |
23:25 |
aerozoic |
my server map is already more than 30GB |
23:29 |
sofar |
my server map is 200MB |
23:29 |
sofar |
tbh even with reasonable map limits you can likely keep it under 10gb |
23:29 |
aerozoic |
Getting a Rpi is the only cheap option i've found. Or wait and maybe find an old cheap laptop that works. |
23:30 |
sofar |
I also host at a place that has 100gb and plenty ram/cpu for 50$ a year |
23:30 |
aerozoic |
sofar, are you suggesting it's possible that i can reduce the size of my already existing server map? |
23:31 |
sofar |
not suggesting |
23:31 |
sofar |
there's tools for that |
23:31 |
sofar |
https://github.com/minetest-tools/mtmapprune |
23:31 |
aerozoic |
awesome, i didn't know it was possible |
23:31 |
sofar |
I don't have an ARM build of the tool, sorry :) |
23:32 |
aerozoic |
oh no that tool won't work. My server has warps all over the map |
23:34 |
aerozoic |
Would be nice to be able to delete map blocks that are unchanged. |
23:36 |
sofar |
I'll take patches if you modify it in a way so that you can define "keep" zones instead |