Time Nick Message 09:12 SwissalpS whenever I've had luanti in the background for a while and bring it back to front, it spends time 'catching up'. Is there a simple way to give it more cpu time while it is in the background? 09:18 Ingar AMD ? 09:19 [MatrxMT] I think it only happens to me when I leave Luanti on an unused workspace 09:26 sfan5 that sounds like a bug 09:27 [MatrxMT] well, I haven't measured any real lag effects, but I can tell you when I leave Luanti logged into a server for a bit, on an inactive workspace, the sun only moves when I tab back in 09:27 [MatrxMT] have to ask SwissalpS if he has more to say 10:05 SwissalpS yes, I also use workspaces but am not sure it only happens when I change workspace 10:05 SwissalpS and yes Ingar AMD processor, although I was hoping for a solution that works on any processor. 10:08 SwissalpS I have tried to set the instance manually to high priority using system monitor, but that has no effect and also needs to be done every time Luanti is launched (this happens a lot for me since my network connection is less than stable. I have a script restarting Luanti until a file exists that breaks the loop) 10:12 SwissalpS I'm using a recent dev build ATM, it also happened when I was using 5.11. Always built as run-in-place and RelWithDebInfo flags 10:37 SwissalpS btw it happens also when not changing workspace 10:47 sfan5 can you describe the "catching up" that happens in more detail? 11:19 SwissalpS most obvious part is I use [postool] to display the time in HUD. after switching back it spends time doing all the refreshes which makes it look like time is moving faster. Technic, pipeworks and mesecons do the same: sped up simulation of what happened in the meantime. Jumpdrives jump. Day/Night lighting simulation runs quickly; that's what I call "catching up" 11:20 sfan5 singleplayer? 11:20 SwissalpS no 11:20 SwissalpS have not tried in singleplayer 11:20 SwissalpS I'm currently playing on pandorabox.io 16:26 i3riced I'm working on LibreAdventure3 (luanti game), but idk how to create a community -_-. 16:33 Helenah i3riced: Do you want your community to be organic and genuinely there for your game? If so, then I say you don't, I mean, you can lay down the foundations for a community, but I recommend you don't advertise around other than in relevant places like ContentDB, my point is, a community doesn't come because you want a community, you don't create a community, this stuff happens naturally on its own 16:33 Helenah accord providing people know your project exists, get some IRC channels related to your project, or start a Discord server, have these details listed on the project's github, or in a file without the source directory, whatever. 16:34 Helenah That way people know where to accumulate. 16:36 Helenah If you have a server, make sure it announces itself on the public, but like I said, you don't create a community, this happens naturally, a community is a set of people with something the same who came together. 16:36 Helenah *public list 16:39 Helenah More advice: People partake in something because they want to, not because you want them to, they see your thing, they try it out to see whether they like it, they stay around or they disappear, that's how it works. 16:44 i3riced :+1: 16:44 Helenah i3riced: I am happy to help you out but please note that it won't get you a community of people, that is not what I'll be helping you with, I'll help you with establishing methods of communication and getting together such as IRC channels, Discord servers, even community rules, perhaps help you with an attractive name, that's about it and in all honest, it's all I can do, as soon as I try to get 16:44 Helenah people in, there is a good chance they'll just leave not long afterwards or not be there about your project, and trying to verbally/in text draw people towards your project could annoy people. 16:51 i3riced makes sense