server_unload_unused_data_timeout = 29Krock wrote:There are parts of the world, which load and unload when a player comes in it and leaves - it's required to get free memory and less CPU usage at serverside.
There are some configurations to extend the "wait for unload" time.
As example: (in seconds)Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
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server_unload_unused_data_timeout = 29
Marshall_maz wrote:That's in minetest.conf yes ?
Krock wrote:Marshall_maz wrote:That's in minetest.conf yes ?
Yes. See minetest.conf.example for more settings.
Marshall_maz wrote:I don't have a .example file , where do I find that please ?
Krock wrote:Marshall_maz wrote:I don't have a .example file , where do I find that please ?
https://github.com/minetest/minetest/bl ... nf.example
# how large area of blocks are subject to the active block stuff (active = objects are loaded and ABMs run)
#active_block_range = 2prestidigitator wrote:I wonder. Does the new force-load feature (minetest.forceload_block) keep things updating when there are no players connected, or does it just guarantee nodes can be read when ABMs and timers and stuff DO run?
sfan5 wrote:I'm pretty sure forceloaded blocks act like blocks with players in them.
rubenwardy wrote:It would be possible.
Kilarin wrote:sfan5 wrote:I'm pretty sure forceloaded blocks act like blocks with players in them.
So, would it be possible to create a node that could be placed that did a periodic forceload for an area around itself and kept it perpetually active?
prestidigitator wrote:continually adding a block to the list to compete with other things on the server over what ACTUALLY gets kept in memory is probably the wrong way to approach it.
Kilarin wrote:prestidigitator wrote:continually adding a block to the list to compete with other things on the server over what ACTUALLY gets kept in memory is probably the wrong way to approach it.
yeah. And while I would LOVE to be able to lock a garden in to place so it keeps growing, I'm afraid a device that did this would cause all kinds of trouble in the long run.
TheToon wrote:Whenever a mod's effects depends on elapsed time, one should really express it as a function of a variable time (dt), rather than a fixed "step". Let's say you have a "pear" node that goes through the following states : blossom, flower, old-flower, green-fruit, ripe-fruit at a rate of one new state every ten minutes. Then, after twenty minutes in the last state, it disappears ("rot"). Keeping the block loaded for every "pear" node to be continuously updated is a waste of CPU cycles. Instead, we could just store the last time the node was "unloaded" in the block (maybe it's already there), compute a timedelta upon re-loading, and act accordingly.
Kilarin wrote:TheToon wrote:I don't think it would work as well for plants spreading, but it would certainly work for plants growing.
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