Giuseppe reports: here rope is stuck; is a 450m ... #2027
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Reference: your-land/bugtracker#2027
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Giuseppe reports a bug:
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ropebox extended 143 nodes when it should have done 450. i have a theory.
The theory was that the light node from wielded_light obstructed the progress of the rope. I was able to replicate that behavior, but in my test, the rope continues its descent after the light node is removed (by moving, or not holding a light).
The end of the broken ropebox has no node metadata. I'm not sure how that could happen, the code doesn't seem to allow for it unless the ropebox would flow into a protected area...
Breaking the rope also does it. possibly Giuseppe accidentally broke the rope?
Rollback logs show nothing, but there is another ropebox 450 nodes below the "broken" ropebox, so someone broke the rope.
Query: Should ropeboxes re-flow when broken? Implementing that behavior would be non-trivial.
the only my action was fall down and see the rope stuck and i tryed mining some blocks around the end of the rope to see if than restart his flow.
There are others rope deeper with same problem and i filled with ladders.
I'm pretty certain someone broke the rope, but I don't know who. Currently, you can "fix" the ropes by breaking and re-placing the ropebox node itself.
One possible way to keep this from happening in the future would be to make the "rope" nodes non-pointable, so that only the ropebox itself can be broken.
But how is possible broke the rope? There is a tool that can cut it?
non-pointable means that you can only see and use the rope but you cant manipulate the nodes?
axes work
correct
@AliasAlreadyTaken you okay w/ me making them not pointable?
I don't see a drawback in making them not pointable. They don't need to be dug by themselves. Or is there some "I want to shorten the rope" mechanic we would prevent that way?
fixed in
54eaf7758f
live