Flatulenator reports: If sand falls on your bones ju ... #1820
Labels
No Label
1. kind/balancing
1. kind/breaking
1. kind/bug
1. kind/construction
1. kind/documentation
1. kind/enhancement
1. kind/griefing
1. kind/invalid
1. kind/meme
1. kind/node limit
1. kind/other
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
3. source/mod upstream
3. source/unknown
3. source/website
4. step/approved
4. step/at work
4. step/blocked
4. step/discussion
4. step/help wanted
4. step/needs confirmation
4. step/partially fixed
4. step/question
4. step/ready to deploy
4. step/ready to QA test
4. step/want approval
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
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#1820
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Flatulenator reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
Not only the bones disappear, the whole content with them!
Lucky we have loggin of items that go to the bones ... but wth?
Can we tell which mechanic is resonsible and fix that? I wouldn't know where to start on this one tbh.
this isn't super easy to replicate, but i'd blame https://github.com/minetest/minetest/blob/master/builtin/game/falling.lua
it'd be easy to turn falling stuff into "dropped items" if the target node isn't air (or isn't "buildable_to", but that doesn't solve the issue of replacing fluid source nodes).
i have some ideas, but no perfect solution in mind.
this should be done as a PR against the "builtin" lua code of the engine
I reproduced it by building a small tower with a ghoststone "nose" in one direction. I placed sand atop the ghosttone. I died below and caused the sand to fall by removing the ghoststone. Sometimes the sand wouldn't fall even with the ghoststone removed, then I would die and pummel the "floating" sand. Seems like lag is not the issue, it worked on the testserver.
related: the river destruction in #2141
@AliasAlreadyTaken do you remember how you replicated this exactly? i can't seem to manage it, though my setup isn't identical (i'm using a script to place and drop the blocks and kill a test subject, instead of ghoststone and manual commands). relevant because of https://github.com/minetest/minetest/issues/13485
I didn't have 100% success rate, but the setup worked:
implemented something as the engine people dithered:
8fd4876cf2
not sure how to best QA this, as i never was able to automate a reliable replication, though just spawning a falling node in a solid block should work.
note that the fix results in nodes falling non-phyiscal but non-buildable_to nodes like torches turning into dropped items. perhaps i need to add additional checks for walkable and diggable...
QA
This works astonishingly well, I tried a lot to destroy my bones, but they were always generated properly, sometimes even last moment.
this is live