Time Nick Message 05:27 hecks What's a typical map size in GB for a minetest server? 08:22 BuckarooBanzai hecks: depends, can be in the 100's of MB for smaller servers to 100GB+ for big servers 11:46 oil_boi Is there a setting where I can make players move towards their look direction baked into an override or anything? Like look fly 11:49 sfan5 pitch_move exists but the server can't decide whether it's enabled 11:49 sfan5 would make a lot of sense though 11:52 oil_boi Damn 16:14 Warr1024 You can probably detect whether the player is using pitch move or not by comparing control inputs with actual motion of the player object over time, but they'd need to be in a situation where they're actively using it, i.e. swimming or flying. Then, if you detect it, the best you can do is advise them, e.g. pop up a message saying "pitch move is 16:14 Warr1024 recommended for this game; check the key binding menu to see how to toggle it" or something. 16:15 Warr1024 Ultimately how the player's inputs map to the intentions they confer on the player character is a player's decision and games should be limited in what they can mess with, unless they're trying to interfere with the player/character interaction somehow, like a controls reversed "confusion" debuff (which I think MT can't do without some ugly hacks) 16:16 Warr1024 In theory, you could attach the player to an entity and handle all movement controls server-side, like the way vehicles work, but the extra round-trip time from that would be very annoying under normal play. Maybe there's something a CSM could do better though...? 16:18 Warr1024 There are situations where I'm tempted to mix server-side and client-side control, e.g. have the player get attached for a specific situation and then detached when the special movement is done, but network latency would lead to some jank, and if the movements wouldn't be smooth then I'm better off without them anyway. 16:46 oil_boi Hm 16:46 oil_boi I didn't want any lag to cause players problems so I didn't go with pitch move player_acceleration 16:55 MinetestBot 02[git] 04luk3yx -> 03minetest/minetest: Add LevelDB player database (#9982) 13982a030 https://git.io/JfHgG (152020-06-12T16:54:20Z) 19:57 oil_boi sfan5, https://i.imgur.com/VItRmKc.png 20:12 skyliner_369 minecraft clone in minetest, oil_boi ? 20:12 oil_boi Kind of, I'm making it the way I want it to be 20:13 skyliner_369 uh huh 20:14 skyliner_369 I'm working on my own mod, actually. The mod's name? simple. Smeltery. 20:14 oil_boi Working on extreme optimizations and additions for servers 20:14 oil_boi Very cool 20:15 skyliner_369 Not gonna lie, it's heavily inspired by tconstruct 20:15 oil_boi Dump it into my game and we'll have Feed the Weast 20:15 skyliner_369 test the feed. XD 20:16 skyliner_369 feed the test 20:16 oil_boi Very noice 20:16 skyliner_369 something like that. 20:16 skyliner_369 If I were to do something like that, though, it'd be a game and not just a mod(pack) lol 20:17 oil_boi I was only half kidding, I want to create buildcraft elements, like quarries, because this is going to start as a MC clone and slowly turn into FTB, but you can't have a good game with a bunch of stuff without the core elements polished 20:18 oil_boi I am building lua methods for ultra extreme optimizations, local elements and pointers so that calculations are as fast as the cpu can push out 20:18 skyliner_369 I'd actually make a few core things. Like fluid cores. Basically, a utility that makes putting fluids in node logic and UIs much easier. 20:19 skyliner_369 in other words, pointing luascripts to libraries written in not lua? 20:20 oil_boi No, to make local files work from libraries with pointers to allow other files to intercept the data 20:21 oil_boi Like this https://github.com/oilboi/Crafter/blob/master/mods/new_functions/init.lua 20:21 skyliner_369 ahh 20:26 skyliner_369 I actually know very little about lua... and how mods work. Can one mod basically include a script from another? 20:26 sfan5 oil_boi: nice 21:21 Wuzzy skyliner_369: you mean "#include" like in C? In Lua we use "dofile()" 21:22 Wuzzy I suppose you could theoretically run a script file from another mod... but i thiink this is a very dumb idea because the mod itself usually runs all their .lua files themselves 21:22 Wuzzy We generally only want to run .lua files within the same mod 21:39 MinetestBot 02[git] 04hoodedice -> 03minetest/minetest_game: Change brake rail to red (#2692) 13d03d7e9 https://git.io/JfHPW (152020-06-12T21:37:23Z)