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  • Oct 16 14:18
    andriycraft synchronize #603
  • Oct 16 14:16
    andriycraft synchronize #603
  • Oct 12 11:33
    rom1504 opened #613
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    andriycraft review_requested #603
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    andriycraft synchronize #603
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  • Sep 30 17:48

    rom1504 on npm_and_yarn

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  • Sep 30 17:48

    rom1504 on master

    Bump expect from 28.1.3 to 29.1… (compare)

rom1504bot
@rom1504bot
<Darvin> Have anyone tested performance and server usage?
<Darvin> Or are there any recommendations ?
rom1504bot
@rom1504bot
<DrunkMoon> OH
<DrunkMoon> Interesting
<DrunkMoon> But would there be any copyright complications?
rom1504bot
@rom1504bot
<Ic3Tank> The algorithm is to generic to be copyrighted the only thing you could try to copyright is code implementation.
rom1504bot
@rom1504bot
<DrunkMoon> Right
rom1504bot
@rom1504bot
<Darvin> Did anyone tried to Host on Glitch for Testing?
rom1504bot
@rom1504bot
<ghqst> would recommend replit instead
rom1504bot
@rom1504bot
<Darvin> thx i check it out
<Darvin> Does anyone else have chunk loading issues on 16.1 (Localhost, 8gb ram)
<Darvin> It seems at some points some chunks dont want to load
<Darvin> and some immediatly disapearing
<Darvin> I have like a black hole on my test server
rom1504bot
@rom1504bot
<Darvin> I run flying-squid 1.14.0
<Darvin> And node 14
<Darvin> On the official test server i saw the same problems
rom1504bot
@rom1504bot
<DrunkMoon> Yes it does that sometimes
rom1504bot
@rom1504bot
<Darvin> Is the Goal of developimg flying squid to have normal Gameservers Like spigot, Papier,... In the Future?
Or is It Just made for Testing thinks, Like minerflayer Bots?
rom1504bot
@rom1504bot
<Ic3Tank> I think it is suppose to have near vanilla like features but everyone working on flying squid is also working on a lot of other stuff so progress is slow. I think there was someone how wanted to make a world generator that generates vanilla like terrain.
<Ic3Tank> I think most people use it as a very like weight node.js based minecraft server. If you want to test a bot you can make a server in a few seconds.
<Ic3Tank> But flying-squid is still very limited. And for more in depth testing vanilla servers are used.
<Ic3Tank> There is even a project node-mincraft-wrap that provides easy access to launching minecraft instances or servers with node.js
rom1504bot
@rom1504bot
<Saiv46> Can you elaborate?
<Saiv46> Hello there, I was been missing here for while
<Darvin> I really love that idea of a lightweight vanilla node server and appreciate everyone working on it
<Darvin> There a a few chunks that does not load or unload immediatly if you dont look at them directly, just look at my video
<Darvin> Video is taken from a 1.16 localhost server but i had the same errors on https://flying-squid.host/
<Saiv46> Yeah, it just chunks being corrupted
rom1504bot
@rom1504bot
<Saiv46> I've seen same thing on Java servers, yet mainstream ones (Bukkit/Spigot/etc) just regenerates chunks.
<Saiv46> And main problem with flying-squid is because nobody really understand how it works.
<Saiv46> I mean - it's working and it's better to not break anything.
<Darvin> What do you mean exaclty?
<Darvin> Iam reading and trying to understand its code since a few days yet but i still need veryy loonngg time before i can contribute 😄
<Saiv46> I mean - everything about flying-squid:
  • Behaviours (being removed)
  • Core plugins
  • More built-in plugins
<Darvin> Why does no one understand it? I think its very well documentated
rom1504bot
@rom1504bot
<Saiv46> It's hard to seek bugs and problems like memory leaks (flying-squid.host still rebooting because of that).
<Saiv46> Yeah, modular architecture is great, but it have some drawbacks.
<Darvin> I think flying-squid needs way more devs working on it, i personally love the concept
<Darvin> what are some drawbacks for example?
rom1504bot
@rom1504bot
<Saiv46> Needs more architecturing & documentation
rom1504bot
@rom1504bot
<Darvin> Alex famous now
rom1504bot
@rom1504bot

<LabGuy94> ```
const mcServer = require('flying-squid')

mcServer.createMCServer({
'motd': 'A Minecraft Server \nRunning flying-squid',
'port': 25565,
'max-players': 10,
'online-mode': true,
'logging': true,
'gameMode': 1,
'difficulty': 1,
'worldFolder':'world',
'generation': {
'name': 'diamond_square',
'options':{
'worldHeight': 80
}
},
'kickTimeout': 10000,
'plugins': {

},
'modpe': false,
'view-distance': 10,
'player-list-text': {
'header':'Flying squid',
'footer':'Test server'
},
'everybody-op': true,
'max-entities': 100,
'version': '1.16.5'
})
```
https://cdn.discordapp.com/attachments/413438265475989534/891546154012143678/unknown.png

rom1504bot
@rom1504bot
<LabGuy94> oh is it only 1.16.1
rom1504bot
@rom1504bot
<DrunkMoon> Pretty sure there is a PR that adds 1.16.5 support
<DrunkMoon> Failed tests, but runs on my machine
rom1504bot
@rom1504bot
<Ic3Tank> When does the client consider being spawned in a world? The minecraft-protocol example spawns you in a world with blocks health and all. But if a mineflayer bot joins the example server it does not emit the spawn event. It seams mineflayer emits the spawn event after it receives a update_health packet. Is that correct? Should it not maybe listen for a map packet instead?
rom1504bot
@rom1504bot
<U9G> no, the update_health is the one we listen to since its probably the last packet of the vanilla login sequence