Oakenshield reports: Why couldn't there be events l ... #2206

Open
opened 2022-07-12 00:43:24 +00:00 by yourland-report · 10 comments

Oakenshield reports a bug:

Why couldn't there be events like a land guard 'Reclamation Team'? Make it so that when an event such as this occurs, a large number of land guards spawn in the target area. Each in that area plants the same type of trees, and all have the ability to (slowly) convert stonelike nodes to dirt. This would be useful for reclaiming abandoned cities, as well as map-altering voice movements...

Player position:

{
	y = 75.5,
	x = -7892.8935546875,
	z = -17351.076171875
}

Player look:

{
	y = -0.90408253669739,
	x = -0.33685448765755,
	z = 0.26299014687538
}

Player information:

{
	min_rtt = 0.10199999809265,
	max_rtt = 2.2990000247955,
	connection_uptime = 8575,
	max_jitter = 2.1419999599457,
	minor = 5,
	major = 5,
	ip_version = 6,
	formspec_version = 4,
	patch = 0,
	protocol_version = 39,
	serialization_version = 28,
	lang_code = "",
	version_string = "5.5.0-c47313d",
	avg_rtt = 0.10700000077486,
	state = "Active",
	avg_jitter = 0.0019999966025352,
	min_jitter = 0
}

Player meta:

{
	fields = {
		["3d_armor_inventory"] = "return {\"3d_armor:boots_crystal 1 3640\", \"shields:shield_rainbow 1 1456\", \"3d_armor:helmet_rainbow 1 1456\", \"3d_armor:leggings_rainbow 1 1456\", \"3d_armor:chestplate_rainbow 1 1456\", \"\"}",
		played_time = "5681545",
		yl_commons_player_joined = "1657578058",
		["stamina:exhaustion"] = "118.5",
		["signslib:pos"] = "(1319,15,4744)",
		digged_nodes = "1220437",
		bitten = "0",
		["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"unified_inventory:bag_small\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\"}",
		partychat = "party",
		["stamina:poisoned"] = "no",
		yl_church = "return {[\"last_death\"] = {[\"y\"] = 17, [\"x\"] = 2014, [\"z\"] = 1292}, [\"last_death_portal\"] = 1657206363}",
		lagometer = "1",
		["stamina:level"] = "4",
		punch_count = "68175",
		arenalib_infobox_arenaID = "0",
		inflicted_damage = "1063684",
		crafted = "141444",
		xp = "1063999",
		yl_commons_thankyou = "64",
		died = "806",
		placed_nodes = "145473",
		hud_state = "on",
		repellant = "0",
		yl_commons_player_created = "1609699470"
	}
}

Log identifier


[MOD] yl_report log identifier = gT4W429AgyFlR89eV56bkd30gnHXv3J8

Profiler save:

profile-20220712T024324.json_prettyEE

Status:

# Server: version: 5.5.1-yl | game: Minetest Game | uptime: 17h 20min 12s | max lag: 2.67s | clients: Josette, jackofthebean000, Gimli, Bailiff, Hulda, LeetPeet, mindfrost, hbreturns, Oakenshield, GrimPixel, flux, pitman

Teleport command:

/teleport xyz -7893 76 -17351

Compass command:

/give_compass Construction gT4W429AgyFlR89eV56bkd30gnHXv3J8 D2691E -7893 76 -17351
Oakenshield reports a bug: > Why couldn't there be events like a land guard 'Reclamation Team'? Make it so that when an event such as this occurs, a large number of land guards spawn in the target area. Each in that area plants the same type of trees, and all have the ability to (slowly) convert stonelike nodes to dirt. This would be useful for reclaiming abandoned cities, as well as map-altering voice movements... Player position: ``` { y = 75.5, x = -7892.8935546875, z = -17351.076171875 } ``` Player look: ``` { y = -0.90408253669739, x = -0.33685448765755, z = 0.26299014687538 } ``` Player information: ``` { min_rtt = 0.10199999809265, max_rtt = 2.2990000247955, connection_uptime = 8575, max_jitter = 2.1419999599457, minor = 5, major = 5, ip_version = 6, formspec_version = 4, patch = 0, protocol_version = 39, serialization_version = 28, lang_code = "", version_string = "5.5.0-c47313d", avg_rtt = 0.10700000077486, state = "Active", avg_jitter = 0.0019999966025352, min_jitter = 0 } ``` Player meta: ``` { fields = { ["3d_armor_inventory"] = "return {\"3d_armor:boots_crystal 1 3640\", \"shields:shield_rainbow 1 1456\", \"3d_armor:helmet_rainbow 1 1456\", \"3d_armor:leggings_rainbow 1 1456\", \"3d_armor:chestplate_rainbow 1 1456\", \"\"}", played_time = "5681545", yl_commons_player_joined = "1657578058", ["stamina:exhaustion"] = "118.5", ["signslib:pos"] = "(1319,15,4744)", digged_nodes = "1220437", bitten = "0", ["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"unified_inventory:bag_small\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\"}", partychat = "party", ["stamina:poisoned"] = "no", yl_church = "return {[\"last_death\"] = {[\"y\"] = 17, [\"x\"] = 2014, [\"z\"] = 1292}, [\"last_death_portal\"] = 1657206363}", lagometer = "1", ["stamina:level"] = "4", punch_count = "68175", arenalib_infobox_arenaID = "0", inflicted_damage = "1063684", crafted = "141444", xp = "1063999", yl_commons_thankyou = "64", died = "806", placed_nodes = "145473", hud_state = "on", repellant = "0", yl_commons_player_created = "1609699470" } } ``` Log identifier ``` [MOD] yl_report log identifier = gT4W429AgyFlR89eV56bkd30gnHXv3J8 ``` Profiler save: ``` profile-20220712T024324.json_prettyEE ``` Status: ``` # Server: version: 5.5.1-yl | game: Minetest Game | uptime: 17h 20min 12s | max lag: 2.67s | clients: Josette, jackofthebean000, Gimli, Bailiff, Hulda, LeetPeet, mindfrost, hbreturns, Oakenshield, GrimPixel, flux, pitman ``` Teleport command: ``` /teleport xyz -7893 76 -17351 ``` Compass command: ``` /give_compass Construction gT4W429AgyFlR89eV56bkd30gnHXv3J8 D2691E -7893 76 -17351 ```
AliasAlreadyTaken was assigned by yourland-report 2022-07-12 00:43:24 +00:00
flux added the
1. kind/enhancement
label 2022-07-12 01:41:36 +00:00
Member

that sounds absolultely fantastic, but hard to implement and balance

that sounds absolultely fantastic, but hard to implement and balance
Member

I'm not sure if this is such a good idea. We had such "events" once or twice by accident. First it was when we captured the Small/Gardener. His mates went crazy and covered the enitre hill in saplings. It took players two RL days to clean up the mess.

At other invasions where Smalls were involved, there were also tons of trees that would have destroyed the landscape if they'd all have grown.

Land guards just plant saplings. They are not aware of how many saplings there are already in that area or if that sapling is native to the biome.

I'm not sure if this is such a good idea. We had such "events" once or twice by accident. First it was when we captured the Small/Gardener. His mates went crazy and covered the enitre hill in saplings. It took players two RL days to clean up the mess. At other invasions where Smalls were involved, there were also tons of trees that would have destroyed the landscape if they'd all have grown. Land guards just plant saplings. They are not aware of how many saplings there are already in that area or if that sapling is native to the biome.

The cities update demands of city owners to define a "succession plan", which comes into force once they quit the server for some time and no comayor picks up the city. "decay to nature" is the default setting

The cities update demands of city owners to define a "succession plan", which comes into force once they quit the server for some time and no comayor picks up the city. "decay to nature" is the default setting
AliasAlreadyTaken added this to the 1.2 Cities and Invasions milestone 2022-12-25 22:34:22 +00:00
Member

working on a mechanism to gradually return an area to nature is something i find really intriguing, but i've got other priorities at the moment. i'd support anyone else who took up that project, i've got some ideas.

working on a mechanism to gradually return an area to nature is something i find really intriguing, but i've got other priorities at the moment. i'd support anyone else who took up that project, i've got some ideas.
Member

We had such "events" once or twice by accident. First it was when we captured the Small/Gardener. His mates went crazy and covered the enitre hill in saplings. It took players two RL days to clean up the mess.

At other invasions where Smalls were involved, there were also tons of trees that would have destroyed the landscape if they'd all have grown.

Both attacks were near Tenebris. In my mind, it destroyed nothing. It made the landscape very special only. I was against to cut everything without any break to think about. Ok, after lava came to water it is usefull to clean after an attack, but who cares about some trees? I was wondering about some people why they thought, they have to cut all that trees right after.

> We had such "events" once or twice by accident. First it was when we captured the Small/Gardener. His mates went crazy and covered the enitre hill in saplings. It took players two RL days to clean up the mess. > > At other invasions where Smalls were involved, there were also tons of trees that would have destroyed the landscape if they'd all have grown. Both attacks were near Tenebris. In my mind, it destroyed nothing. It made the landscape very special only. I was against to cut everything without any break to think about. Ok, after lava came to water it is usefull to clean after an attack, but who cares about some trees? I was wondering about some people why they thought, they have to cut all that trees right after.
Member

i do think the landguards shouldn't over-saturate an area w/ saplings, and should be aware of which saplings are biome-appropriate, but that'll require some work.

i do think the landguards shouldn't over-saturate an area w/ saplings, and should be aware of which saplings are biome-appropriate, but that'll require some work.
Member

The cities update demands of city owners to define a "succession plan", which comes into force once they quit the server for some time and no comayor picks up the city. "decay to nature" is the default setting

A city that has no active maintainers anymore might loose its crown, NPC might wander off, and Voice might loose intrest. But to destroy the buildings would be griefing. To do so would be so severe that I'd have to reconsider if I could build further things on the server and would have to ask for my buildings to be stored away and removed. Small changes that are necessary to keep old and new things well integrated are ok. Large-scale changes aren't.

It made the landscape very special only.

The "forrest" was so dense that it was just a mass of tree trunks and leaves and ungrown saplings. It looked very unrealistic.

i do think the landguards shouldn't over-saturate an area w/ saplings, and should be aware of which saplings are biome-appropriate, but that'll require some work.

That'd definitely be nice, though perhaps not high priority as long as not too many attacks with Smalls happen.

> The cities update demands of city owners to define a "succession plan", which comes into force once they quit the server for some time and no comayor picks up the city. "decay to nature" is the default setting A city that has no active maintainers anymore might loose its crown, NPC might wander off, and Voice might loose intrest. But to destroy the buildings would be griefing. To do so would be so severe that I'd have to reconsider if I could build further things on the server and would have to ask for my buildings to be stored away and removed. Small changes that are necessary to keep old and new things well integrated are ok. Large-scale changes aren't. > It made the landscape very special only. The "forrest" was so dense that it was just a mass of tree trunks and leaves and ungrown saplings. It looked very unrealistic. > i do think the landguards shouldn't over-saturate an area w/ saplings, and should be aware of which saplings are biome-appropriate, but that'll require some work. That'd definitely be nice, though perhaps not high priority as long as not too many attacks with Smalls happen.
Member

It made the landscape very special only.

The "forrest" was so dense that it was just a mass of tree trunks and leaves and ungrown saplings. It looked very unrealistic.

This is a game and I have been lectured here several times (in the matters where I used realism) that it should not depict real life. In this case, it's Voice who uses strange troops with semi-magical abilities. We know little about Voice. Why should we tell him at this point how he fights? Should we also ban him from using TNT or build ramps? I say: better not.

All the same. First, it seems to have occurred only twice. Secondly, the planting area is only spatially limited, so it is easy to cut down or ignore. Thirdly, the foreign does not have to be very interesting if it happens on the other side of the world. Fourth, there seem to be areas that Voice doesn't seem to find very exciting anyway. Fifthly, you, Sokomine, were particularly enthusiastic about this planting action, see Gardener.

> > It made the landscape very special only. > > The "forrest" was so dense that it was just a mass of tree trunks and leaves and ungrown saplings. It looked very unrealistic. This is a game and I have been lectured here several times (in the matters where I used realism) that it should not depict real life. In this case, it's Voice who uses strange troops with semi-magical abilities. We know little about Voice. Why should we tell him at this point how he fights? Should we also ban him from using TNT or build ramps? I say: better not. All the same. First, it seems to have occurred only twice. Secondly, the planting area is only spatially limited, so it is easy to cut down or ignore. Thirdly, the foreign does not have to be very interesting if it happens on the other side of the world. Fourth, there seem to be areas that Voice doesn't seem to find very exciting anyway. Fifthly, you, Sokomine, were particularly enthusiastic about this planting action, see Gardener.

I'm not sure if this is such a good idea. We had such "events" once or twice by accident. First it was when we captured the Small/Gardener. His mates went crazy and covered the enitre hill in saplings. It took players two RL days to clean up the mess.

That was one of the most fun Voice attacks I witnessed because it wasn´t that easy to even reach the enemies, even the aftermath to clean it up was fun for a couple players including me and I used the collected Oak trunks for a very long time. Alias even offered several times to quickly fix it per WorldEdit but we wanted to clean up ourself. At the end I had a hovering Service above me while I removed the last Oak trunks 😆

It would be sad if you remove that kind of attack because they break the common Voice attack pattern.
Voice gets spotted, player rush there, kill enemies and foci, collect drops, repeat.
But making sure that damage to landscape/city can be easily reverted by staff has my full support.

> I'm not sure if this is such a good idea. We had such "events" once or twice by accident. First it was when we captured the Small/Gardener. His mates went crazy and covered the enitre hill in saplings. It took players two RL days to clean up the mess. That was one of the most fun Voice attacks I witnessed because it wasn´t that easy to even reach the enemies, even the aftermath to clean it up was fun for a couple players including me and I used the collected Oak trunks for a very long time. Alias even offered several times to quickly fix it per WorldEdit but we wanted to clean up ourself. At the end I had a hovering Service above me while I removed the last Oak trunks 😆 It would be sad if you remove that kind of attack because they break the common Voice attack pattern. Voice gets spotted, player rush there, kill enemies and foci, collect drops, repeat. But making sure that damage to landscape/city can be easily reverted by staff has my full support.
Member

This is a game and I have been lectured here several times (in the matters where I used realism) that it should not depict real life.

I prefer realism and don't like the magical parts that much (except where needed through gameplay).

Fifthly, you, Sokomine, were particularly enthusiastic about this planting action, see Gardener.

About the capture and the freeing of the Gardener, yes :-)

It would be sad if you remove that kind of attack because they break the common Voice attack pattern.
Voice gets spotted, player rush there, kill enemies and foci, collect drops, repeat.

Ok...if you say so. I just think that you both fell for Voice propaganda! I didn't get the impression that Voice was in control in that situation. I rather assume he was not/less in control than usual. The confusion those poor Smalls experienced may have helped us considerably to free the Gardener. It seems to be a poor tactic to send out attack troups and then hide them in a wall of green so that the troups can't attack.

So, yes, if people like it such events may happen. There are certainly worse things than saplings placed. Just...Voice might not be able to really control that. It's rather an indication of the Voice having problems controlling his troups than a coordinated type of attack.

> This is a game and I have been lectured here several times (in the matters where I used realism) that it should not depict real life. I prefer realism and don't like the magical parts that much (except where needed through gameplay). > Fifthly, you, Sokomine, were particularly enthusiastic about this planting action, see Gardener. About the capture and the freeing of the Gardener, yes :-) > It would be sad if you remove that kind of attack because they break the common Voice attack pattern. Voice gets spotted, player rush there, kill enemies and foci, collect drops, repeat. Ok...if you say so. I just think that you both fell for Voice propaganda! I didn't get the impression that Voice was in control in that situation. I rather assume he was not/less in control than usual. The confusion those poor Smalls experienced may have helped us considerably to free the Gardener. It seems to be a poor tactic to send out attack troups and then hide them in a wall of green so that the troups can't attack. So, yes, if people like it such events may happen. There are certainly worse things than saplings placed. Just...Voice might not be able to really control that. It's rather an indication of the Voice having problems controlling his troups than a coordinated type of attack.
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Reference: your-land/bugtracker#2206
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