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Message |
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12:31 |
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12:41 |
MTDiscord |
<bastrabun> How would I profile wait times towards the database? Is there anything built in already? |
12:49 |
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15:07 |
erle |
Warr1024 what about hoppers and comparators? i kinda like the idea of encoding some data of a redstone machine as items going round in circles. |
15:07 |
erle |
that not basic redstone i guess? |
15:08 |
erle |
i can make a flip flop with 2 torches, 2 lights and some dust |
15:08 |
erle |
and 2 buttons |
15:08 |
erle |
or … advanced redstone … with a single copper bulb and a button on it |
15:09 |
erle |
(copper bulbs turn into light-emitting copper blubs when given a signal and vice versa) |
15:09 |
erle |
i have found that the latter enables giant monochrome displays of copper bulbs with buttons on them |
15:10 |
MTDiscord |
<warr1024> Hoppers and comparators were added to redstone long after I stopped playing MC. I'm sure there's interesting gameplay in that but it's also "not redstone" if your computations are based on mechanical item movement rather than the actual signals in the redstone. |
15:11 |
MTDiscord |
<warr1024> I've heard of the interesting potential to do compute using water flows, and might actually make a mod for that or something... |
15:16 |
erle |
i recently thought about that. “water flow + gears” as a computation mechanism is missing so far |
15:17 |
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15:17 |
erle |
like, with a water wheel you could turn the flow into a radial motion |
15:17 |
erle |
gears would also have the interesting property that every second thing rotates the other direction |
15:17 |
erle |
and maybe a “hinge” mechanism could enable drawbridges or so |
15:22 |
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16:20 |
runxiyu |
Having the login formspec reset when the server list loads is still really really annoying |
16:21 |
SwissalpS |
+1 |
16:22 |
runxiyu |
im thinking of, somehow saving the text in the field every time? |
16:22 |
runxiyu |
every keypress* |
16:23 |
SwissalpS |
would that even work for the password field? |
16:28 |
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17:43 |
MTDiscord |
<warr1024> water flow + gears is not present in MT that I know of (better than wolves in MC has something a bit like it). Just gears alone though is done pretty decently in nodecore; there are some players who are building pure mechanical machines and ironically it's generally faster than optics, if you can figure out how ordering works |
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20:35 |
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20:37 |
shaft |
I have a question that is still unanswered but really important. "on_punch only has puncher but projectiles have an entity and a player owner. Many send their owner as puncher making them undetectable. How should it be done correctly? In many cases you need to know both the player and the what projectile it is or if he hit directly." |
20:37 |
shaft |
WHAT IS THE CORRECT WAY TO HANDLE THIS? |
20:37 |
shaft |
Should entities register themselves as punchers? |
20:38 |
shaft |
And if so, how do they transfer the information of who fired them across games and mods? |
20:40 |
MTDiscord |
<luatic> to me the obvious solution is for the entity (more specifically: the associated objref) to be the puncher, anything else is wrong |
20:40 |
MTDiscord |
<luatic> the entity can then have something like an _owner field |
20:40 |
MTDiscord |
<luatic> so a mod looking for an owner could check for (puncher:get_luaentity() or {})._owner |
20:41 |
MTDiscord |
<luatic> sending the owner as the puncher seems dubious to me, but i suppose depending on your game logic it might make sense? (for the record: anything else is wrong was an exaggeration) |
20:41 |
shaft |
That is alright but there needs to be a standardized owner field otherwise this isn't going to work. What if the player is supposed to get XP for the kill or get on a scoreboard |
20:42 |
MTDiscord |
<luatic> shaft: go consult your local game maintainers |
20:42 |
MTDiscord |
<luatic> ah shit that includes me |
20:42 |
shaft |
But this is an engine issue |
20:42 |
MTDiscord |
<luatic> no |
20:42 |
shaft |
Or a community standard issue |
20:42 |
MTDiscord |
<luatic> yes, more like that. i see no need to waste precious engine bikeshedding time on this. |
20:44 |
shaft |
It's _shooter in Voxelibre Mineclonia apparently. |
20:46 |
shaft |
Can we make a standard somehow. Someone just needs to say: this is the variable to check for! Maybe rubenwardy could write a recommended variable in his moddingbook or whatever |
20:47 |
shaft |
Can't really expect people to check for 50 different variables. |
20:49 |
MTDiscord |
<luatic> just let chatgpt give you a list of all 50 variables to check smh |
20:50 |
shaft |
chatgpt will fuck it up and people won't be maintaining their variable lists properly. |
20:52 |
shaft |
So which name should I choose? |
20:53 |
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20:56 |
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20:56 |
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21:00 |
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21:01 |
shaft |
There is no reason for it to not just work. |
21:05 |
shaft |
Honestly, there could still be a benefit of adding it to the engine. You could have the log read: player x killed player y with modname:arrow |
21:05 |
shaft |
And mods could also make use of it more easily |
21:36 |
MTDiscord |
<luatic> shaft: my suggestion to use chatgpt was sarcasm |
21:36 |
shaft |
These days you never know |
21:37 |
MTDiscord |
<luatic> personally i'd just define a convention that makes sense, mods and games can then choose to adopt or not adopt it |
21:37 |
MTDiscord |
<luatic> if you want compatibility with a couple popular games like mineclonia, figure out the conventions used there and use them |
21:37 |
MTDiscord |
<luatic> that'll give you something like 2, maybe 3 aliases, and if you write your lua well this should be a one-liner |
21:38 |
MTDiscord |
<luatic> local owner = entity._owner or entity._shooter or entity._killer or ... |
21:39 |
rubenwardy |
There's no need to prefix entity tables properties with an underscore as they're owned by the mod. That's a node def thing |
21:39 |
rubenwardy |
(there are initial properties in the root table but that's deprecated) |
21:40 |
erle |
luatic which game do you maintain? |
21:42 |
MTDiscord |
<luatic> i am among the MTG maintainers, but most of the time not a lot is happening (and i'm not very active either), but if you have something important i will find the time to listen (hopefully) |
21:44 |
MTDiscord |
<luatic> i am also one of the Spiraling Down authors / maintainers, i updated that a couple weeks ago to make the mapgen less of an issue, but i don't know whether much more will happen there |
21:44 |
MTDiscord |
<luatic> zh |
21:44 |
MTDiscord |
<luatic> asshole on keyboard |
21:44 |
MTDiscord |
<luatic> (brother) |
21:48 |
ireallyhateirc |
brothers do love doing cringe like that |
21:50 |
MTDiscord |
<luatic> yeah and get this, it is not the teenage brother doing this, it's the grown ass man (older brother) |
21:53 |
shaft |
That's nice that you care bout the underscore but i'd like to know how to convey the shooter of a projectile in a portable manner |
21:55 |
shaft |
by shooter i mean player |
21:59 |
MTDiscord |
<bastrabun> Similar problem here, we have opt-in-pvp and also need "owned" projectiles. It was "solved" on a case by case basis, but ... meh |
22:02 |
shaft |
Oh look, now we're two. I'm sure there's more people |
22:08 |
MTDiscord |
<luatic> great, maybe you'll get enough people for a working group together |
22:11 |
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22:12 |
shaft |
btw does mtg itself apply knockback to players when they get punched? |
22:12 |
MTDiscord |
<luatic> knockback was in the engine last i checked (some years ago) but is entirely overridable |
22:13 |
shaft |
that's practical |
22:16 |
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22:17 |
shaft |
Why does the bow I forked apply knockback then? |
22:17 |
shaft |
Should I remove it? |
22:19 |
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22:32 |
shaft |
That was in 2019 |
22:37 |
shaft |
So as I understand it's up to the mods and games that take care of the player to implement those and a puncher does not have to care. Is that correct? |
22:37 |
SwissalpS |
/4/4 |
22:37 |
SwissalpS |
oops |
22:41 |
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22:44 |
shaft |
Say something please. I don't understand it. The documentation doesn't say it. |
22:50 |
shaft |
oh i get it know. It's passed as damage |
22:50 |
shaft |
group |
22:57 |
shaft |
Or do I? The knockback on the mob does not seem to increase |
23:00 |
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23:11 |
shaft |
luatic pls explain |
23:16 |
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23:46 |
MTDiscord |
<luatic> shaft: engine knockback only applies to players (like plenty of engine physic-ish things) |
23:47 |
MTDiscord |
<luatic> if you want knockback for mobs, you need to figure out how to work with the mob API to achieve that |
23:49 |
erle |
<luatic> asshole on keyboard |
23:49 |
erle |
> implying screen not locked |
23:50 |
erle |
shaft mineclonia mobs have knockback |