Time |
Nick |
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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? |
01:13 |
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01:31 |
oil_boi |
Copenhagen_Bram1, yes and yes |
02:35 |
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04:34 |
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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? |
05:07 |
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08:00 |
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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" |
09:59 |
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11:03 |
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11:24 |
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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 |
11:55 |
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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) |
14:08 |
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