Time Nick Message 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? 01:31 oil_boi Copenhagen_Bram1, yes and yes 04:45 oil_boi in the f6 menu, does serverstep [ms] mean it's taking 0.03ms or 0.03 seconds? 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" 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 13:50 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest_game: Update German translation 130648252 https://git.io/JJv3e (152020-06-28T13:50:00Z) 13:52 MinetestBot 02[git] 04tenplus1 -> 03minetest/minetest_game: TNT centre node adheres to protection 137cac67f https://git.io/JJv3T (152020-06-28T13:50:46Z)