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IRC log for #minetest, 2020-06-28

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All times shown according to UTC.

Time Nick Message
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00:49 Copenhagen_Bram1 Why can't flowing water push the player around? IS it possible to make the player get knocked back when attacked by another player or an npc?
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01:31 oil_boi Copenhagen_Bram1, yes and yes
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04:45 oil_boi in the f6 menu, does serverstep [ms] mean it's taking 0.03ms or 0.03 seconds?
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09:01 oil_boi Does set_node trigger on_destruct?
09:32 Krock yes
09:32 Krock also remove_node because it's basically set_node but "air"
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11:32 oil_boi Noice
11:32 oil_boi Sfan5: https://youtu.be/3B8lEPnZ9UQ
11:33 oil_boi !title
11:33 MinetestBot oil_boi: Crafter - Redstone Clock - YouTube
11:33 sfan5 *watches*
11:33 oil_boi Redstone update was extremely frustrating at first but now it's just a case of overhauling everything
11:34 sfan5 :D
11:35 oil_boi Redstone is completely asynchronous from the map besides updates, the LBM code allows me to create a pure localized memory map of everything loaded and run through it as a simulation
11:35 sfan5 doesn't that mean it could run faster than the map can "keep up" if you get unlucky?
11:36 oil_boi Nope, because the map actually doesn't matter at all, see "Repeater Island": https://youtu.be/fVWd8ULrDF8
11:36 oil_boi I'm using data "injections" into the main memory pool as a form of voxel manipulation which is disgustingly fast
11:37 sfan5 but for pistons? they definitely modify the map
11:37 oil_boi Oh of course, that's a redstone update, it checks the memory pool before attempting anything, it cannot move any redstone current nodes or anything with metadata
11:38 oil_boi That's why the redstone "clock" is possible along with the clock "face" being a lit colored lamp
11:38 oil_boi What you see on the map is simply an illusion of the calculations of the internal algorithm
11:39 sfan5 interesting
11:39 oil_boi This allows me to place down 400 torches in a 1000x1000 area of redstone without lag
11:40 oil_boi I just got bored after 400 and accepted it worked
11:41 oil_boi Stack overflows are handled in the 6 input method as to coincide with the limitations of the voxel world and exceeding this results in redstone activators getting dug and turning into items, therefore being removed from the memory map
11:42 oil_boi Needless to say: this is MC redstone on steroids
11:42 sfan5 updating the map uses a voxelmanip, right?
11:43 oil_boi Nope, it does an internal check of the origin value vs the new values and dynamically uses swap node to prevent additional updates from being called
11:43 rubenwardy voxel manip is only faster when the volume is greater
11:43 oil_boi If nothing changes, the map doesn't change
11:43 rubenwardy up to something like 5x5x5, it's faster to use set_node. Let alone swap_node
11:44 sfan5 yeah swap_node is definitely well optimized for this usecase
11:44 oil_boi With this data method I could create "teleportation" redstone and have it transfer even into unloaded areas
11:45 sfan5 redstone through the nether portal? ????
11:45 oil_boi Yes actually
11:45 oil_boi Or little transmission stations that you manually assign to go somewhere
11:48 oil_boi The only time the map matters is something like an inverter or repeater which uses a map update to create the next update using a timer, so when a repeater line goes into the unloaded area the transmission will stop even if the return is visibly towards you, might have to extend the map settings in the conf file to allow huge redstone contraptions
11:50 oil_boi When the comparator is finished I want to try to create a literal 4 digit rt clock
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13:50 MinetestBot [git] Wuzzy2 -> minetest/minetest_game: Update German translation 0648252 https://git.io/JJv3e (2020-06-28T13:50:00Z)
13:52 MinetestBot [git] tenplus1 -> minetest/minetest_game: TNT centre node adheres to protection 7cac67f https://git.io/JJv3T (2020-06-28T13:50:46Z)
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