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minetest_game/mods/farming/api.lua

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-- farming/api.lua
-- support for MT game translation.
local S = farming.get_translator
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- Wear out hoes, place soil
-- TODO Ignore group:flower
farming.registered_plants = {}
farming.hoe_on_use = function(itemstack, user, pointed_thing, uses)
local pt = pointed_thing
-- check if pointing at a node
if not pt then
return
end
if pt.type ~= "node" then
return
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
local under = minetest.get_node(pt.under)
local p = {x=pt.under.x, y=pt.under.y+1, z=pt.under.z}
local above = minetest.get_node(p)
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name] then
return
end
if not minetest.registered_nodes[above.name] then
return
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- check if the node above the pointed thing is air
if above.name ~= "air" then
return
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- check if pointing at soil
if minetest.get_item_group(under.name, "soil") ~= 1 then
return
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- check if (wet) soil defined
local regN = minetest.registered_nodes
if regN[under.name].soil == nil or regN[under.name].soil.wet == nil or regN[under.name].soil.dry == nil then
return
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
local player_name = user and user:get_player_name() or ""
if minetest.is_protected(pt.under, player_name) then
minetest.record_protection_violation(pt.under, player_name)
return
end
if minetest.is_protected(pt.above, player_name) then
minetest.record_protection_violation(pt.above, player_name)
return
end
-- turn the node into soil and play sound
minetest.set_node(pt.under, {name = regN[under.name].soil.dry})
minetest.sound_play("default_dig_crumbly", {
pos = pt.under,
gain = 0.5,
}, true)
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
if not minetest.is_creative_enabled(player_name) then
-- wear tool
local wdef = itemstack:get_definition()
2014-08-21 12:45:14 +02:00
itemstack:add_wear(65535/(uses-1))
-- tool break sound
if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {pos = pt.above,
gain = 0.5}, true)
end
2014-08-21 12:45:14 +02:00
end
return itemstack
end
-- Register new hoes
farming.register_hoe = function(name, def)
-- Check for : prefix (register new hoes in your mod's namespace)
if name:sub(1,1) ~= ":" then
name = ":" .. name
end
-- Check def table
if def.description == nil then
def.description = S("Hoe")
end
if def.inventory_image == nil then
def.inventory_image = "unknown_item.png"
end
if def.max_uses == nil then
def.max_uses = 30
end
-- Register the tool
minetest.register_tool(name, {
description = def.description,
inventory_image = def.inventory_image,
on_use = function(itemstack, user, pointed_thing)
return farming.hoe_on_use(itemstack, user, pointed_thing, def.max_uses)
end,
groups = def.groups,
sound = {breaks = "default_tool_breaks"},
})
-- Register its recipe
if def.recipe then
minetest.register_craft({
output = name:sub(2),
recipe = def.recipe
})
elseif def.material then
minetest.register_craft({
output = name:sub(2),
recipe = {
{def.material, def.material},
{"", "group:stick"},
{"", "group:stick"}
}
})
end
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- how often node timers for plants will tick, +/- some random value
local function tick(pos)
minetest.get_node_timer(pos):start(math.random(166, 286))
end
-- how often a growth failure tick is retried (e.g. too dark)
local function tick_again(pos)
minetest.get_node_timer(pos):start(math.random(40, 80))
end
-- Seed placement
farming.place_seed = function(itemstack, placer, pointed_thing, plantname)
local pt = pointed_thing
-- check if pointing at a node
if not pt then
return itemstack
end
if pt.type ~= "node" then
return itemstack
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
local under = minetest.get_node(pt.under)
local above = minetest.get_node(pt.above)
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
2017-10-01 15:41:58 +02:00
local player_name = placer and placer:get_player_name() or ""
if minetest.is_protected(pt.under, player_name) then
minetest.record_protection_violation(pt.under, player_name)
return
end
2017-10-01 15:41:58 +02:00
if minetest.is_protected(pt.above, player_name) then
minetest.record_protection_violation(pt.above, player_name)
return
end
-- return if any of the nodes is not registered
if not minetest.registered_nodes[under.name] then
return itemstack
end
if not minetest.registered_nodes[above.name] then
return itemstack
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- check if pointing at the top of the node
if pt.above.y ~= pt.under.y+1 then
return itemstack
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- check if you can replace the node above the pointed node
if not minetest.registered_nodes[above.name].buildable_to then
return itemstack
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- check if pointing at soil
if minetest.get_item_group(under.name, "soil") < 2 then
return itemstack
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- add the node and remove 1 item from the itemstack
2020-02-10 22:00:40 +01:00
minetest.log("action", player_name .. " places node " .. plantname .. " at " ..
minetest.pos_to_string(pt.above))
minetest.add_node(pt.above, {name = plantname, param2 = 1})
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
tick(pt.above)
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
return itemstack
end
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
farming.grow_plant = function(pos, elapsed)
local node = minetest.get_node(pos)
local name = node.name
local def = minetest.registered_nodes[name]
if not def.next_plant then
-- disable timer for fully grown plant
return
end
-- grow seed
if minetest.get_item_group(node.name, "seed") and def.fertility then
local soil_node = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
if not soil_node then
tick_again(pos)
return
end
-- omitted is a check for light, we assume seeds can germinate in the dark.
for _, v in pairs(def.fertility) do
if minetest.get_item_group(soil_node.name, v) ~= 0 then
local placenode = {name = def.next_plant}
if def.place_param2 then
placenode.param2 = def.place_param2
end
minetest.swap_node(pos, placenode)
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
if minetest.registered_nodes[def.next_plant].next_plant then
tick(pos)
return
end
end
end
return
end
-- check if on wet soil
local below = minetest.get_node({x = pos.x, y = pos.y - 1, z = pos.z})
if minetest.get_item_group(below.name, "soil") < 3 then
tick_again(pos)
return
end
-- check light
local light = minetest.get_node_light(pos)
if not light or light < def.minlight or light > def.maxlight then
tick_again(pos)
return
end
-- grow
local placenode = {name = def.next_plant}
if def.place_param2 then
placenode.param2 = def.place_param2
end
minetest.swap_node(pos, placenode)
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- new timer needed?
if minetest.registered_nodes[def.next_plant].next_plant then
tick(pos)
end
return
end
-- Register plants
farming.register_plant = function(name, def)
local mname = name:split(":")[1]
local pname = name:split(":")[2]
2014-08-21 12:45:14 +02:00
-- Check def table
2014-08-21 12:45:14 +02:00
if not def.description then
def.description = S("Seed")
end
2019-09-18 20:38:27 +02:00
if not def.harvest_description then
def.harvest_description = pname:gsub("^%l", string.upper)
end
2014-08-21 12:45:14 +02:00
if not def.inventory_image then
def.inventory_image = "unknown_item.png"
end
2014-08-21 12:45:14 +02:00
if not def.steps then
return nil
end
2014-08-21 12:45:14 +02:00
if not def.minlight then
def.minlight = 1
end
2014-08-21 12:45:14 +02:00
if not def.maxlight then
def.maxlight = 14
end
if not def.fertility then
def.fertility = {}
end
2014-08-21 12:45:14 +02:00
farming.registered_plants[pname] = def
-- Register seed
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
local lbm_nodes = {mname .. ":seed_" .. pname}
local g = {seed = 1, snappy = 3, attached_node = 1, flammable = 2}
for k, v in pairs(def.fertility) do
g[v] = 1
end
minetest.register_node(":" .. mname .. ":seed_" .. pname, {
description = def.description,
tiles = {def.inventory_image},
inventory_image = def.inventory_image,
wield_image = def.inventory_image,
drawtype = "signlike",
groups = g,
paramtype = "light",
paramtype2 = "wallmounted",
place_param2 = def.place_param2 or nil, -- this isn't actually used for placement
walkable = false,
sunlight_propagates = true,
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
},
fertility = def.fertility,
2016-04-22 17:20:47 +02:00
sounds = default.node_sound_dirt_defaults({
dig = {name = "", gain = 0},
2016-04-22 17:20:47 +02:00
dug = {name = "default_grass_footstep", gain = 0.2},
place = {name = "default_place_node", gain = 0.25},
}),
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
2017-10-01 15:41:58 +02:00
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
return farming.place_seed(itemstack, placer, pointed_thing, mname .. ":seed_" .. pname)
2016-04-22 17:20:47 +02:00
end,
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
next_plant = mname .. ":" .. pname .. "_1",
on_timer = farming.grow_plant,
minlight = def.minlight,
maxlight = def.maxlight,
})
2014-08-21 12:45:14 +02:00
-- Register harvest
minetest.register_craftitem(":" .. mname .. ":" .. pname, {
2019-09-18 20:38:27 +02:00
description = def.harvest_description,
inventory_image = mname .. "_" .. pname .. ".png",
groups = def.groups or {flammable = 2},
})
2014-08-21 12:45:14 +02:00
-- Register growing steps
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
for i = 1, def.steps do
local base_rarity = 1
if def.steps ~= 1 then
base_rarity = 8 - (i - 1) * 7 / (def.steps - 1)
end
local drop = {
items = {
{items = {mname .. ":" .. pname}, rarity = base_rarity},
{items = {mname .. ":" .. pname}, rarity = base_rarity * 2},
{items = {mname .. ":seed_" .. pname}, rarity = base_rarity},
{items = {mname .. ":seed_" .. pname}, rarity = base_rarity * 2},
}
}
local nodegroups = {snappy = 3, flammable = 2, plant = 1, not_in_creative_inventory = 1, attached_node = 1}
nodegroups[pname] = i
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
local next_plant = nil
if i < def.steps then
next_plant = mname .. ":" .. pname .. "_" .. (i + 1)
lbm_nodes[#lbm_nodes + 1] = mname .. ":" .. pname .. "_" .. i
end
minetest.register_node(":" .. mname .. ":" .. pname .. "_" .. i, {
drawtype = "plantlike",
waving = 1,
tiles = {mname .. "_" .. pname .. "_" .. i .. ".png"},
paramtype = "light",
paramtype2 = def.paramtype2 or nil,
place_param2 = def.place_param2 or nil,
walkable = false,
buildable_to = true,
drop = drop,
selection_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, -5/16, 0.5},
},
groups = nodegroups,
sounds = default.node_sound_leaves_defaults(),
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
next_plant = next_plant,
on_timer = farming.grow_plant,
minlight = def.minlight,
maxlight = def.maxlight,
})
end
2014-08-21 12:45:14 +02:00
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
-- replacement LBM for pre-nodetimer plants
minetest.register_lbm({
name = ":" .. mname .. ":start_nodetimer_" .. pname,
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
nodenames = lbm_nodes,
action = function(pos, node)
Farming: Convert plants to use node timers This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
2016-02-23 07:28:17 +01:00
tick_again(pos)
end,
})
2014-08-21 12:45:14 +02:00
-- Return
local r = {
seed = mname .. ":seed_" .. pname,
harvest = mname .. ":" .. pname
}
return r
end