Xonon reports: gravel repositions the entire ... #1114
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1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
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1. kind/node limit
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1. kind/protocol
2. prio/controversial
2. prio/critical
2. prio/elevated
2. prio/good first issue
2. prio/interesting
2. prio/low
3. source/art
3. source/client
3. source/engine
3. source/ingame
3. source/integration
3. source/lag
3. source/license
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4. step/partially fixed
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5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
5. result/wontfix
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
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Reference: your-land/bugtracker#1114
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Xonon reports a bug:
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this is a bug w/ how falling nodes are calculated in the engine, not something we can really fix.
Actually, I think the falling node behavior is in the "builtin" lua code, though it's incredibly complicated and I don't really want to "fix" anything in there.
Either I don't understand the bug description, or I feel that's exactly how gravel is supposed to work?
If you touch one of the gravel blocks, then all of those nearby/connected to it should start falling, right?
Ah, I see what's confusing. Imagine there's a bunch of gravel sitting on a stone node. Using the node replacement tool, you replace the stone node with something else solid (e.g.
"default:tree"
). Then, the entire column of gravel above the node is triggered to "fall", but doesn't actually go anywhere, but it does briefly turn into an entity and make a "gravel falling" noise.It's a bug, but not a hugely significant one. I'd suggest we mark this "low priority".
Maybe we should declare this a feature: It kindly reminds people that there might be unstable terrain above.
Performance impact is minimal, right?
it's low, though i wouldn't say "minimal". the game hates entities, and every affected node becomes one.
I think the solution has to be amending the builtin
on_update
code to to make use of.after(0, ...)
, to check whether the affected node is no longer solid.