IsildursBane's recent activity

  1. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    I will take the grandfather approach This rubs me the wrong way, for a few reasons: While I understand the intention of minimizing server impact, it seems like it is a stance taken without...

    Well, I'd like to eliminate all redstone chunkloaders just to be ahead of future issues. Since you already build them before I raised this as an issue I suppose we can grand father them in.

    I will take the grandfather approach

    But any future builds will be using the command, which I don't consider optional.

    This rubs me the wrong way, for a few reasons:

    1. While I understand the intention of minimizing server impact, it seems like it is a stance taken without precedence. I would understand if we were noticing issues with chunk loaders and wanted to address them, but since vanilla chunk loaders have not caused noticeable performance issues, it seems weird to ban a vanilla mechanic on the logic that it might cause problems.

    2. Chunk loaders and trying to optimize things can be a fun part of building a redstone contraption. Removing the option to even work with those mechanics is kind of disappointing.

    3. Previous seasons we have been a server that has not used chunk loaders that much. I think last season the only chunk loaders were comm. storage and also a restart detection mechanism to comm. storage. So I think it is weird to ban them.

    4. There has been no community input on whether we are banning portal-based chunk loaders. It has just been you figuring out an alternative that you prefer (for valid reasons), and then mandating that for everyone without others input.

    1 vote
  2. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    That was kind of my plan, but it would be a bit complicated to initially set up. It was why I have not tackled it yet, and my plan was for it to be a collaborative effort, since it will require...

    If we do anything with water streams we probably want one underground stream where farms can route towards. And then also add "full" detectors like on the cactus farm. Then the whole logic for filling up shulkers, filling the cart and then only send the cart off when it is full. It can all work, but it also has a high potential for being fragile and annoying to debug.

    That was kind of my plan, but it would be a bit complicated to initially set up. It was why I have not tackled it yet, and my plan was for it to be a collaborative effort, since it will require various technical solutions to provide resiliency. I think once it is running, it would probably be pretty stable. Shulker loaders by themselves don't have a large tendency of breaking

  3. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    So the solution is to not have a constant stream of items, but to have it be batched. As @bo0tzz mentioned, probably the best system would be to shulker load items. Maybe that is an indication...

    Having the entire area between them effectively chunkloaded with a steady stream of traffic is asking for FPS issues along the route.

    So the solution is to not have a constant stream of items, but to have it be batched. As @bo0tzz mentioned, probably the best system would be to shulker load items.

    FPS in the industrial area is already lower, I can't imagine it will get better if we add a network of hoppers or minecarts to collect farm output.

    Maybe that is an indication that we should consider building a secondary industrial district? If we had them all routing to storage, we could minimize impact by building several smaller districts along the transport line. However, not sure if that would be a good idea or not.

    I also think some of the issues with lag may be amplified with local storage overflowing. Bamboo is probably the worst offender where storage is full so there are always a large amount of items just sitting on the ground

    Not to mention that people might actually want to also be at the farms to collect output, though this could be solved by only transporting goods that are overflowing.

    My thought on this would be to only route passive farms to storage. Things like tree farms that need player input should be kept via local storage. Plus, you could add a lockout switch, to have items pool up locally

  4. Comment on What are you working through? in ~life

    IsildursBane
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    This is something I try my best to keep in mind. "I am sorry" should be a complete sentence. Too many people use "I am sorry" as an opener to explain what they did, and in my opinion when you add...

    I also think there is an important distinction between apologising and explaining

    This is something I try my best to keep in mind. "I am sorry" should be a complete sentence. Too many people use "I am sorry" as an opener to explain what they did, and in my opinion when you add that it nullifies the apology. It is a hard urge to fight, as it feels so natural to tag on the explanation

    2 votes
  5. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    So I have been thinking about how I want to approach this. From a purely resource efficiency standpoint, moving towards command blocks that get triggered would be best. However, using that...

    Let me know which you prefer. Regardless of the choice, can you provide me with the chunk coordinates for all three chunks you have currently loaded?

    So I have been thinking about how I want to approach this. From a purely resource efficiency standpoint, moving towards command blocks that get triggered would be best. However, using that approach, it would be hard to tell if the command succeeded, and provide an indication. One of my preferred things about the current implementation is that I have an indication light.

    So, since I feel that command block based approach does not fulfill my needs, I would gravitate towards having it loaded all the time. However, the question becomes does having it loaded all the time negate the performance impact of using portal based chunk loaders?

    Then, there is the final aspect of which process do I find more fun to work with. I personally enjoy the mechanical aspect of using portal based chunk loaders, and running them through and-gates to make sure they are all turned on. I do agree that it is probably not the most resource-efficient process, but the overhead is also pretty minimal. Therefore, I think I want to stay with the portal chunk loaders, as that is the most entertaining process for me.

    1 vote
  6. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    Credit to @Bront for making the memorial shown in screenshot 1. That texture pack is fun, but definitely leans towards certain building styles. Especially the glass in the industrial district is...

    Credit to @Bront for making the memorial shown in screenshot 1.

    That texture pack is fun, but definitely leans towards certain building styles. Especially the glass in the industrial district is so fitting, but that glass style is probably a bit more jarring elsewhere. Those mobs are cursed though as you pointed out

    5 votes
  7. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    For those wondering, this is the comment Nemo is referring to. Sounds good. If you have other ideas of how to blend in the terrain, I am open to it. The end goal is to just return the area to...

    For those wondering, this is the comment Nemo is referring to.

    Sounds good. If you have other ideas of how to blend in the terrain, I am open to it. The end goal is to just return the area to looking like naturally generated terrain, just at a different height. Also, you are working on the west road, which is something I have less of a vision for, so feel free to try something different

    1 vote
  8. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
    (edited )
    Link Parent
    @nemo thanks again for your help in the terraforming and the roadwork west of storage. I did neglect that road section, with just making it barely useable. I haven't fully planned out how to merge...

    @nemo thanks again for your help in the terraforming and the roadwork west of storage. I did neglect that road section, with just making it barely useable. I haven't fully planned out how to merge the cliff with the terrain yet, so I am open to suggestions. However, I was initially thinking something along these lines. With that plan, I would have the cliff follow the red line, slowly sloping south, and the faded orange section below the line roughly level out. Then, remake the terrain/foliage to match what it was before, just at a lower terrain. However, if you have other ideas, I am open to them. Kind of my main goal is to just adjust the height of the area then restoring the foliage to match how it naturally generated

    Edit: Also, don't feel like you need to work on this terrain. I have kind of taken the approach that for the next bit that comm. storage is also my base. I do plan on building an ever expanding townhouse at some point, but for the moment comm. storage is acting as my base and since there are creative design decisions I am content with that

    2 votes
  9. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    @Positve, @Noox and I were talking about plans for the moonlight forest that we all share. Noox is intending on building an observatory, and once then we can add a road between it and the hotel...

    @Positve, @Noox and I were talking about plans for the moonlight forest that we all share. Noox is intending on building an observatory, and once then we can add a road between it and the hotel that is comm. storage, making the observatory a tourist destination for the hotel. I thought, it might be a fun project for your kids to build their own tourist attractions in the area as well if they want. No pressure, just thought it might be a fun small project for them if they want

    3 votes
  10. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    It is less so needing copper for more golems, and more so using the specific golems that were part of comm. storage v1 as decor for v2

    It is less so needing copper for more golems, and more so using the specific golems that were part of comm. storage v1 as decor for v2

    1 vote
  11. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
    Link Parent
    So @Bront built the road last night, and actually came up with an elegant solution. Bront wanted to place a memorial marker near where V1 was, and use that as a way to narrow the road. I then...

    So @Bront built the road last night, and actually came up with an elegant solution. Bront wanted to place a memorial marker near where V1 was, and use that as a way to narrow the road. I then provided some of the copper golems that was used as the sorters in V1 to help make the marker. I still have a few more golems that was used in V1 to use as details in the decor of V2. If you want one or two in making the transit stop, let me know and I may be able to spare a few.

  12. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
    (edited )
    Link Parent
    @creesch I have designed enough of the facade and finalized where the facade will be for comm. storage that if you want to, you could move the transit stop closer. If needed, feel free to cut down...

    @creesch I have designed enough of the facade and finalized where the facade will be for comm. storage that if you want to, you could move the transit stop closer. If needed, feel free to cut down any trees. Once I have finished the terraforming and building the exterior, I do plan on rebuilding some of the trees found in that area, so don't worry about tearing down any.

    Also, speeking of transit infrastructure, if someone wants to tackle the road between the bridge and storage, feel free to do so. Currently, the bridge is 4 blocks wide, while storage is aligned with an odd number system. I talked with @Positive in-game before finalizing storage design, and they are comfortable with someone either widening or narrowing the bridge to have it better align with storage. So, if anyone is looking for a road building project, they could design the road from storage to the bridge (and maybe adjust the bridge if needed)

    Edit: I thought I would add kind of what the rough plans for the area are. Bluemap screenshot. So the blue rectangle is where I plan on terraforming down, and then having a cliff edge to bridge the different terrain heights. The green rectangle is roughly where I plan on readding in some of the trees from the moonlight forest, so that the building looks like it is peeking through the edge of the forest. The orange box is where I plan on readding in those low shrubs/trees that were native to that area from terralith terrain generation. @Bront has mentioned wanting to add in statues, so I have said that I have minimal plans for anything beyond the tuff foundation, so might be good to leave space for that when moving the transit stop. Tentative area I suggested for statues was to have two flanking the entrance

    1 vote
  13. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    @GravySleeve thanks for noticing the overflow issue that was occurring with storage. I was working a gig today so would have gradually made a bigger mess if you did not notice it. I think one of...

    @GravySleeve thanks for noticing the overflow issue that was occurring with storage. I was working a gig today so would have gradually made a bigger mess if you did not notice it. I think one of the leading culprits was that when I moved storage up I misplaced a hopper. The other thing that needed to be done was to check for any stray items in the droppers in the system when it was not actively sorting. I did that and am running the overflow items through the system overnight to test. I will not have the time to check tomorrow until late in the day, but if it seems normal feel free to take down the signs

    6 votes
  14. Comment on Update on developer access and platform security | Spotify for Developers in ~tech

    IsildursBane
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    So interestingly, Spotify has reached out to librespot and have threatened to shut it down due to the conversations about incorporating lossless playback. The conversations that were occurring...

    These days the things that used to be built on the official libspotify are now instead built on the reverse-engineered librespot, which as far as Spotify's servers are concerned are indistinguishable from a legitimate official client and cannot be stopped.

    So interestingly, Spotify has reached out to librespot and have threatened to shut it down due to the conversations about incorporating lossless playback. The conversations that were occurring were discussing reverse engineering the DMCA Spotify had implemented on lossless, so their concerns were justified. However, the approach from Spotify should have been about providing lossless access rather than threatening legal action,

    1 vote
  15. Comment on Update on developer access and platform security | Spotify for Developers in ~tech

    IsildursBane
    (edited )
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    So I have a third party Spotify app that I use personally. Skimming through the changelog of the API, I suspect that my app will continue working on the current device, but will lose features if I...

    So I have a third party Spotify app that I use personally. Skimming through the changelog of the API, I suspect that my app will continue working on the current device, but will lose features if I were to reinstall my app. This is frustrating but was also a risk I knew when I built a device around a service I did not control. (Edit: After some further reading, it seems like maybe the API change may not impact me. It is hard to tell because both the codebase is something I forked and did minimal API work with and also I am using Spotipy which is a python wrapper for the API.)

    Over time, advances in automation and AI have fundamentally altered the usage patterns and risk profile of developer access, and at Spotify's current scale these risks now require more structured controls.

    Honestly, it seems like just the restricting the API to premium users probably mitigates this risk. I think it is more about pushing users towards their own app, which they can then push users towards more profitable features.

    2 votes
  16. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
    Link Parent
    So I have finished moving one side of storage up two blocks. I have not done the other side, and looking at my schedule for the next few days, I will probably not get around to it until middle of...

    So I have finished moving one side of storage up two blocks. I have not done the other side, and looking at my schedule for the next few days, I will probably not get around to it until middle of next week. It takes a few hours to do this, so I want to get it done in one sitting(ish).

    So instead, until then, I am going to work on designing the aesthetics of storage. I have finally got most of the lobby designed, as well as figured out a design for the facade. The problem is that the entrance is right where the hill meets the road, which is awkward. My plan is to terraform and move the hill back significantly and turn it into a cliff.

    2 votes
  17. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
    Link Parent
    It is not every tick. Essentially, how portal based chunk loaders work is when something goes through a portal, it loads the chunk for three seconds I believe. There are 20 game ticks per second....

    As far as my understanding goes a redstone/portal chunk loader works by keeping entities processing. It forces the server to calculate entity movement, item, or minecart physics and portal logic every single tick to prevent the chunk from unloading.

    It is not every tick. Essentially, how portal based chunk loaders work is when something goes through a portal, it loads the chunk for three seconds I believe. There are 20 game ticks per second. The chunk loading design I am using works by activating a minecart every second through a portal, then it instantly breaks, which sends the item immediately back through the portal, and then picked up by a hopper.

    I do agree that going with this system is probably more efficient, but I feel like the performance impact would not be as much as you expect.

    1 vote
  18. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    This was another option I was considering. It seemed like it required a bit more work to have it working as intended, but does seem a bit more platform agnostic

    This was another option I was considering. It seemed like it required a bit more work to have it working as intended, but does seem a bit more platform agnostic

  19. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    That's the energy I want from a server admin. Who needs dev when you can make all the changes in prod This requires a server restart to take effect, but I am fine waiting until tonight's scheduled...

    YOLO.

    That's the energy I want from a server admin. Who needs dev when you can make all the changes in prod

    This requires a server restart to take effect, but I am fine waiting until tonight's scheduled restart.

    2 votes
  20. Comment on Tildes Minecraft Weekly in ~games

    IsildursBane
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    So I looked into restart detectors, and I think this option of the two I presented is best. Tea is this something that would be compatible with our server config and something we want to install?

    So I looked into restart detectors, and I think this option of the two I presented is best. Tea is this something that would be compatible with our server config and something we want to install?

    3 votes