yo_its_meh reports: ethereal coral and ethereal se ... #1064
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yo_its_meh reports a bug:
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Sister issue : #607 where the fake air bubble kills diving players who rely on breathing it.
I'm not entirely sure this is all about ethereal though, today I saw a bridge's pillar down to the sea floor being surrounded by that same weird air bubble and I don't think that were ethereal blocks, but I could be wrong.
attempted fixing with water_life kelp green as inspiration. Did not work. I know more about the plantlike_rooted drawtype now though. Will tackle again later.
current problem: setting the drawtype to plantlike_rooted does indeed do away with the fake water bubbles, but instead we get an ugly bright bottom plane to the bottom texture of the ethereal seaweed that manages to even look worse.
a mod that has possibly solved this problem
https://github.com/acmgit/aqua_farming
https://forum.minetest.net/viewtopic.php?t=24352
but it comes with it's own issues, integration needed
aqua farming and bonemeal clashing in the past:
https://forum.minetest.net/viewtopic.php?p=384537#p384537
I have to check whether the situation has changed since then!
under a minute of testing and all the issues are gone. I closed my testing environment and had to sit down for a moment, then I remembered that I was sitting already.
Once I have collected myself I will inspect the code and see how to adapt this. The bonemeal issue seems to have been fixed in the meantime. Now I'm curious how they solved the airbubble problem.
Hm, I still need help by Alias for this one.
my bad,further testing revealed ethereal seaweed still has an air bubble.
only totally redoing the nodes and setting the drawtype to
plantlike_rooted
can fix this.I fixed this 2 months ago btw
see https://codeberg.org/tenplus1/ethereal/pulls/6 and https://codeberg.org/tenplus1/ethereal/pulls/5
QA
The new seaweed appears to not have that ugly airbubble anymore. The old seaweed is not converted to the new one automatically. So ... half a win?
hm. Would it work to make an lbm to change them over ?
Probably, I haven't tried it yet.
you may want to read the code, there is a LBM (works at least on my server in prod w/o any issues)
1e67afe05e/sealife.lua (L116-L146)
For some reason it only works if I set
run_at_every_load = true
and even then there seems to be an issue with block borders:Also, why are the corals not done as well ? :D
Read the code again please, corals are fully done too.
that's weird, should work w/o run_every_load...
ugh, never had an issue w/ block borders on Archtec, but yeah there's a chance that the mapblock above isn't loaded
Nice :) But if I place a new coral or if they grow by themselves they look good. Somehow the LBM doesn't convert the existing ones.
I have no theory why it doesn't
Most likely because our loading is way slower than Archtec's
possibly the LBM got triggered before it was ready; you can manually edit the LBM times in
env_meta.txt
in the world directory.i've written some one-once LBMs that got triggered when the logic was wrong. either you remove the reference in that file, or you change the LBM ID. either option works.
QA
Excellent, that did the trick :)
live