Time Nick Message 01:39 ANAND rubenwardy: Me too :D 01:40 ANAND I've gotten as far as transformation matrices (gonna begin playing around with cameras anytime soon) 01:41 ANAND Abstraction will help clean up the clutter that is OGL 01:42 ANAND i.e. Making everything classes would make the code so much cleaner than having all OGL calls in main() 14:15 ircSparky how does one use the profiler to see the time taken for ABMs? I have some that take ~3000ms every 20-30 seconds 14:16 ircSparky I set profiler.load = true but it dosnt seem to save any abm stuff 14:20 ircSparky ah, nvm, there is a command to save moreinfo that what is saved automatically 17:21 ircSparky I recently slowed down farming by a lot on my server, I use farming_plus, which uses node timers to handle growth. now, I was hoping this would mean that plants would grow even if there are no players around, but plants that are near populated areas still grow while ones farther away do not. is this something to do with node timers, or do I just need to emerge the blocks when growing the plant and starting new timers? 17:24 Krock node timers don't re-trigger while being inactive 17:25 Krock you'd need to get the last timestamp and compare it with the current time to call the growth function 17:26 ircSparky ok 17:27 ircSparky what do you mean by "re-trigger"? 17:28 shivajiva I've seen cascades where a crash at node timer stops them all 17:29 ircSparky ok, so they arent very reliable 17:30 shivajiva I just make sure I check the are running once all mods are loaded, in my case 17:30 shivajiva +y 17:31 ircSparky ok, thanks for the help 17:31 ircSparky I think my best option would be to give each plant a "grow at this time" meta and an abm to handle the rest 17:35 shivajiva hmm I think node timers are a better option once you understand where they fall over, timestamp is good because you can trigger that amount of growth, then it's transparent to the player 17:36 Krock timestamp + node timer. check growth on_timer, repeat growing steps until the current time is reached 17:36 shivajiva that's what Krock was pointing out 17:38 ircSparky I would think a node timer for every crop would be heavier than a single abm 17:38 ircSparky whick in farming plus is used anyways to make sure timers are going amont other things 17:39 ircSparky which*amount* 17:39 ircSparky ugh, among not amount 17:41 ircSparky though i could use an lbm too 17:41 shivajiva yea an intelligent deployment with a radius of scope would be reqd shifting the load around and not solving much with node timers :) 17:42 Krock ircSparky: question is the complexity of finding the right nodes to trigger 17:42 Krock ABMs are run for all active mapblocks, checking each node 17:43 Krock node timers are run for the specific mapblock, checking only the triggered node 17:44 Krock hence there's no node lookup for node timers, giving it a speed advantage regardless on how many of them you use 17:48 ircSparky ok sweet. and having hundreds of node timers wont eat a ton of RAM, right? 17:50 Krock all it needs is a content id (2 bytes), a unix timestamp (8 bytes) and a position (6 bytes) plus some management overhead 17:51 Krock didn't check the code, though. 17:54 ircSparky awesome, thanks for the help Krock and shivajiva 17:55 ircSparky oh 17:56 ircSparky what do you mean by "timestamp" I had in mind a metadata entry with the os.time() 17:59 Krock that 17:59 Krock note that it's saved as text 18:45 Krock Are StackOverflow developers using their own platform to program it? 18:45 Krock Sorry, that was a strange thing to ask. 19:34 garywhite hello all 19:36 garywhite hello folks 19:39 Krock hi garywhite 20:41 ircSparky node meta is detroyed when the node is right? 20:43 shivajiva yes