flux reports: quicksand (from ethereal) shou ... #2163
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#2163
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?
flux reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
It does not?!
trivial to fix, however when i was testing the fix, i realized that part of the buggy nature minetest's falling nodes creates a new bug. falling nodes will fall into things which aren't solid and replace them, often times without even leaving a drop (and see #1820). i'm honestly unsure what triggers some things to leave a drop and others not to - quicksand doesn't leave a drop, but e.g. flowers and sleeping mats do.
however you can still create a pillar of quicksand, just be careful not to mix the 2 kinds (why are there 2 kinds? i remember there being "one natural" and "one craftable", it seems the natural one is the craftable one here and the other is unused?)
Just pretend I commented each of your findings with "wtf? What a mess!"
Question is, what do we do with it? This sounds like yet another rabbithole a certain flux would be very eager to fix, once we came to a "this is how it should be".
In such weird "do not touch code" cases I'd go to the developer, if available, and ask what this was about and if it is necessary still.
The solution looks like and attempt we discussed with the treetrunks: One mapgen and one to be placed. But in the case of quicksand: Done wrong. Or quicksand (in contrast to quicksand2) is some legacy block, not to be used anymore?
The engine bug is yet another problem, let's deal with it in the issue you referred to.
So, what do we do here?
"Did I forget somthing?", asked the Alias while swimming in a floating quicksand bridge. Maybe we need a "WTF?!" label ...
falling_node
group inyl_commons
4537e58ec0
so Tenplus1 has a reason, though i don't know if we have a reason. i could force-alias one to the other.
move_resistance
is set instead ofviscosity
. perhaps it even works better - you don't just sink to your waist, you keep sinking forever, you can't swim down. however, the "pitch move to get out" trick no-longer works.got distracted setting
move_resistance
to values much larger than it's supposed to be, and watching things get weirdlet's have this issue just track the "quicksand as a falling node" issue, i'll make other issues for the other things
This is a series of wtf ... wtf?!
Your commit at least fixes quicksand, which concludes this most interesting glance into the abbyss?
and yet, just another day in minetest mod maintenance =D
live