Reverse Weeping Angel Syndrom

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MT_Dad
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Reverse Weeping Angel Syndrom

by MT_Dad » Post

Greetings!

First, I am aware that this might be not a bug but a "design feature" (to save cpu power etc.), and that this might have been discussed and documented somewhere else, but I did not find any reference about this "problem".

Whovians might know what the topic subject refers to:

When "out of sight" (well, not really out of sight but approx. more than 200 - 400 nodes away) or not being looked at by any player nearby, wagons stop moving, mesecon effectors stop reacting, shots being fired by weapons and slowly travelling through the air stop moving. Even zooming in does not change the status of the objects in question, but if you or another player approaches and looks at the items, they will react and behave as expected.

Is there any way to change this behaviour or at least to extend the radius of reactivity around each player? And, is this a server or a client "problem"?

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paramat
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Re: Reverse Weeping Angel Syndrom

by paramat » Post

https://github.com/minetest/minetest/bl ... mple#L1377

It is serverside configuration.
Keep in mind the potentially problematic increase in server load by increasing these distances excessively.

# From how far clients know about objects, stated in mapblocks (16 nodes).
#
# Setting this larger than active_block_range will also cause the server
# to maintain active objects up to this distance in the direction the
# player is looking. (This can avoid mobs suddenly disappearing from view)
# type: int
# active_object_send_range_blocks = 4

# The radius of the volume of blocks around every player that is subject to the
# active block stuff, stated in mapblocks (16 nodes).
# In active blocks objects are loaded and ABMs run.
# This is also the minimum range in which active objects (mobs) are maintained.
# This should be configured together with active_object_send_range_blocks.
# type: int
# active_block_range = 3

MT_Dad
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Posts: 8
Joined: Sun Oct 25, 2020 14:10

Re: Reverse Weeping Angel Syndrom

by MT_Dad » Post

Thank you very much for your help! I really appreciated it.

I added

active_object_send_range_blocks = 16
active_block_range = 15


to my minetest.conf and now "world holes" get filled and updated more quickly. Of course, warnings like

WARNING[Server]: active block modifiers took 201ms (processed 13860 of 21400 active blocks)

are issued quite frequently.

But still, although somehow improved (wagons do travel in a greater distance), the behaviour of blocks like moremesecons_wireless:wireless_off remains unreliable and unpredictable in a range of approx. 200 nodes. Sometimes I need to punch them to access the channel menu and after hitting "Continue" (w/o any changes) they behave normal again for a while.

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