ancientmarinerdev
  • Joined on 2022-10-03
ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4687 2024-11-03 02:49:07 +01:00
Observers must not override swap_node

Irrelevant to this PR, but pointing it out in case you're interested. This code seems to create 2 tables per direction. I would think using offset for the var, and passing that same vector into observer_activate would hopefully cut down on object creation/garbage collection. As this code (for add node in particular) is probably hit for every foundation we place (in village gen, or was) 100s of times, it needs to be really lean.

ancientmarinerdev commented on issue VoxeLibre/VoxeLibre#4682 2024-10-22 21:37:46 +02:00
obeserver bug

I haven't tried reproducing this yet, but my initial suspicion is block unloading and turning into an ignore node.

Oooh. Good hypothesis. We cannot ignore "ignore"!

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#3626 2024-10-22 21:27:45 +02:00
Mapgen Performance Improvements

Or is the schema placed with param2=0 always, and the param2 change is always a second step?

This. As far as I'm aware.

I don't know what the best solution to this is. Currently it's place…

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#3626 2024-10-21 23:13:45 +02:00
Mapgen Performance Improvements

I was coming across this pull request because I saw some black trees with apparently wrong param2 sometimes; and regenerating the same place they would come out right - so it seems to be some…

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4479 2024-10-02 01:55:50 +02:00
Improve mob smartness (cliffs, paths) part 1

MCLA uses function mob_class:safe_remove() which sets self.remove and calls minetest.after(0 to double-check. Adopt this then?

Cannot say I have looked into their code, but it could be a…

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4479 2024-10-01 21:01:31 +02:00
Improve mob smartness (cliffs, paths) part 1

This been tested with villager pathing through double doors etc,.? It was originally set after a lot of testing.

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4479 2024-10-01 21:00:17 +02:00
Improve mob smartness (cliffs, paths) part 1

Removing the velocity check is probably unsafe and can lead to crashes, see my other comment for details.

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4479 2024-10-01 20:58:11 +02:00
Improve mob smartness (cliffs, paths) part 1

This acc actually serves a purpose. At any point in time, the mob can be removed, and usually the way to check to avoid a crash is if acc, or if pos. I added a lot of these in when killing ghasts as the game would actually crash without it.

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4479 2024-10-01 11:37:26 +02:00
Improve mob smartness (cliffs, paths) part 1

At every opportunity, we probably need to try and remove node_ok. Basically, it's a convenience method to hide unloaded "ignore", and therefore we don't handle the situation very well when it is unloaded. We need to think about "ignore" in all cases and how it affects the functionality, so node_ok needs to die.

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4479 2024-10-01 11:28:04 +02:00
Improve mob smartness (cliffs, paths) part 1

I'll be honest. This is really hard to review.

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4656 2024-09-28 13:01:00 +02:00
Hollow logs improvements

Is there a template file we need to add these to?

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4547 2024-08-18 19:58:50 +02:00
Avoid random jumps when standing due to gravity (fewer villagers on the roofs)

Could this condition not be put in self:falling?

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4213 2024-08-18 02:10:05 +02:00
Minecart Update

Ah, awesome. That'll mitigate it. They persist through logout and back in too?

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4213 2024-08-17 14:48:58 +02:00
Minecart Update

I personally prefer 2 to 3. If a player placed rails, loaded the world, and was doing stuff in their base, they probably lost a lot of rail due to 5 mins timeout. If we convert to a straight…

ancientmarinerdev commented on issue VoxeLibre/VoxeLibre#4309 2024-08-15 00:41:41 +02:00
PLAYER/mcl_playerplus/init.lua:752: attempt to index a nil value

I think this was fixed by: #4176

Anyone want to double check?

ancientmarinerdev closed issue VoxeLibre/VoxeLibre#4310 2024-08-15 00:36:26 +02:00
createSector(): pos. over max mapgen limit
ancientmarinerdev commented on issue VoxeLibre/VoxeLibre#4310 2024-08-15 00:36:10 +02:00
createSector(): pos. over max mapgen limit

I'll close this one as a duplicate in favour of the other one.

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4448 2024-08-15 00:11:30 +02:00
Fix mobs operating when in, above or next to ignore

In regards to the world border, mobs do not operate near the world border. I took the world border, brought it in by a constant and when mobs get close, they just do not move. Maybe there is a…

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4448 2024-08-15 00:08:20 +02:00
Fix mobs operating when in, above or next to ignore

I did consider it, but it is less obvious. The intention is not to check unloaded is in area, but to check the mob is in an unloaded area.

Basically, the logic is, if in an unloaded area, do not…

ancientmarinerdev commented on pull request VoxeLibre/VoxeLibre#4448 2024-08-15 00:06:37 +02:00
Fix mobs operating when in, above or next to ignore

That could be an enhancement, yeah.