minetest.register_chatcommand("forceload_verify", {
params = "",
description = "Checks each forceload block and returns a count of active/placed blocks",
func = function(name, param)
local player = minetest.get_player_by_name(name)
if player then
local loaded = {}
local wanted = get_pos_list(player)
for _,pos in ipairs(wanted) do
if minetest.forceload_block(pos, true) then
loaded[#loaded+1] = pos
end
end
minetest.chat_send_player(name, "Found "..#loaded.." out of ".. #wanted .. " force loads")
end
end,
})
I'm thinking retrying is appropriate when the user force loads only persist while they are logged in and you could have a lot of users logging in and out freeing up available force load blocks. But it seems like it might be good to relay to the user in some non spammy way (perhaps a chat message) that not all force loaded blocks are able to be loaded. Or even something like a `/forceload_verify` command that would check the current forceloaded state of each of the placed blocks. more info in the right click formspec for the forceload tile might be sufficient too.
Disinformation Purveyor :verified_think: (thatguyoverthere@shitposter.club)'s status on Wednesday, 27-Mar-2024 05:30:40 JST
Disinformation Purveyor :verified_think:I think I figured out the issue with my minetest carts. I think the issue comes down to force load limits. By default minetest sets a limit of 16, but techage mod defines a default per player limit of 24 and it doesn't require force loading to be successful to place the blocks (it just retries if it fails). The only time the techage forceload block will complain about limits is if you cross the techage per player limit, even if it's higher than the server total limit. There are some warnings in the logs, but nothing to suggest that the issue is due to a configuration mismatch.
The rail buffers need to be force loaded for the stored routes to work. I think when they aren't loaded the carts end up in weird places and when you run through the area and the buffer loads then the game tries to play catchup.
I am running a dev branch of minetest so it's possible these problems are related to that too. I got carts working for materials transport between surface locations but they are much closer together.
I'm also doubting the force loading is working at each level of the mine which might be partially to blame for this particular track being so troubled, but its not the first time I've had to go around cleaning up excess carts.
I love the concept but the cart cloning thing is kind of insane. I don't it since each cart is numbered you'd think they would be unique but I passed 3 42004 carts on my descent
Disinformation Purveyor :verified_think: (thatguyoverthere@shitposter.club)'s status on Tuesday, 26-Mar-2024 19:33:37 JST
Disinformation Purveyor :verified_think:I think the minecart mod for minetest might be the buggiest thing I've ever seen. I just picked up over 400 carts over 500m of track that cloned themselves into existence. I have multiple stops in the track but each one is force loaded so not sure what the problem is. I want to just clear all carts from the world and see if they keep being generated. I think the buffers send them out on the defined waiting interval if no cart exists or something, and it seems like if you connect the route before making sure both sides are force loaded you end up with carts stopping in strange places along the way.
@feld@tk throwing something out because it's dirty and making a big mess to replace it makes it difficult to actually gauge the final supposed positive environmental impact
I am a guy that does things. I used to run charlestown (dot) social along with a handful of other fedi sites (I've run peertube, pixelfed, mastodon, pleroma, and a few others) but I couldn't really get local adoption to pick up and the server costs were starting to run away so I downsized and Moon invited me over here while I regroup.> You are a manipulative liar and I have seen enough from you to have figured this out at this point. - Jeff Cliff