Questions about Potential Capabilities of Minetest

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  • waterworks

    A Minetest mod adding pipes, pumps, and valves for moving large amounts of water over long distances

    The other stuff can be handled similarly (rapidly update when the block is reloaded) or, if you need its state to be dependent on remote conditions, you can register a function with register_globalstep to do an update loop as needed. I've done something like that with waterworks, a mostly-complete mod I put together to work with the dynamic_liquids mod to allow long-distance piping of water. It allows water to be drained from distant locations into the currently-active block, and vice versa. Rummaging through the code I wrote might give some useful tricks to steal, though it's been a long time since I looked at it so I've probably forgotten a lot about what's in there myself.

  • dynamic_forceload

    Minetest mod to allow players to mark locations where time continues to run while they're offline

    Are you referring to my ancient dynamic_forceload work? I didn't think I ever posted that anywhere, I got 90% done writing it and then discovered that forceload doesn't actually cause ABMs to run (which was my actual goal) and so didn't polish it up for release. It should theoretically be safe for the general public to place as many forceload blocks as they want, there's a queueing system that means that if someone spams them everywhere they won't overload the system or reduce other players' access to forceloading.

  • Scout APM

    Less time debugging, more time building. Scout APM allows you to find and fix performance issues with no hassle. Now with error monitoring and external services monitoring, Scout is a developer's best friend when it comes to application development.

  • Minetest

    Minetest is an open source voxel game engine with easy modding and game creation

    Not really, I was referring to the num_emerge_threads option.

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