rheo reports: sapling items that fall on the ... #2400

Closed
opened 2022-08-03 20:48:35 +00:00 by yourland-report · 16 comments

rheo reports a bug:

sapling items that fall on the ground should "plant" themselves

Player position:

{
	y = 64.231002807617,
	z = 1586.5260009766,
	x = 643.82995605469
}

Player look:

{
	y = -0.59580445289612,
	z = -0.13890963792801,
	x = 0.79102540016174
}

Player information:

{
	formspec_version = 5,
	lang_code = "",
	major = 5,
	minor = 6,
	version_string = "5.6.0-dev-0db22e793-dirty",
	ip_version = 6,
	min_rtt = 0.1630000025034,
	max_rtt = 3.6440000534058,
	avg_rtt = 0.17299999296665,
	min_jitter = 0,
	max_jitter = 3.4649999141693,
	avg_jitter = 0,
	connection_uptime = 418,
	serialization_version = 29,
	patch = 0,
	protocol_version = 40,
	state = "Active"
}

Player meta:

{
	fields = {
		["ocean_build.last_warning"] = "1.6588e+09",
		["stamina:level"] = "0",
		["ocean_build.ocean_built"] = "2",
		["stamina:poisoned"] = "no",
		yl_church = "return {[\"last_death\"] = {[\"y\"] = 15, [\"x\"] = 1353, [\"z\"] = 1089}}",
		punch_count = "861",
		jointime = "1644205752",
		["3d_armor_inventory"] = "return {\"nether_mobs:dragon_boots 1 3900\", \"\", \"\", \"\", \"\", \"\"}",
		repellant = "0",
		crafted = "182",
		inflicted_damage = "143494",
		["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", [4] = \"unified_inventory:bag_large\"}",
		arenalib_infobox_arenaID = "0",
		xp = "0",
		yl_commons_thankyou = "21",
		played_time = "1421720",
		bitten = "0",
		["ethereal:fly_timer"] = "-99",
		digged_nodes = "5599",
		placed_nodes = "13094",
		died = "2",
		yl_commons_player_created = "1644205752",
		yl_commons_player_joined = "1659559322",
		["stamina:exhaustion"] = "20",
		hud_state = "off",
		partychat = "party",
		["signslib:pos"] = "(2056,15,1116)"
	}
}

Log identifier


[MOD] yl_report log identifier = j3q0Ekv9M7Zbd5t4qFaSuRgxCno29Low

Profiler save:

profile-20220803T204835.json_prettyEE

Status:

# Server: version: 5.5.1-yl | game: Minetest Game | uptime: 3d 15h 48min 12s | max lag: 2.72s | clients: pacifist, tubbo, Lupercus, annah, Lucien_II, 1000g, wordes, digdeep, Nibsokube, AspireMint, Dragoni_is_bored, Cody, bubbafrog, rabenkind, Astridd, Violetta, Boris, Service, AliasAlreadyTaken, rheo, Bishiro, Mielle, Guillermox26, JeCel, flux, hzhzhz, BTS-, Bailiff

Teleport command:

/teleport xyz 644 64 1587

Compass command:

/give_compass Construction j3q0Ekv9M7Zbd5t4qFaSuRgxCno29Low D2691E 644 64 1587
rheo reports a bug: > sapling items that fall on the ground should "plant" themselves Player position: ``` { y = 64.231002807617, z = 1586.5260009766, x = 643.82995605469 } ``` Player look: ``` { y = -0.59580445289612, z = -0.13890963792801, x = 0.79102540016174 } ``` Player information: ``` { formspec_version = 5, lang_code = "", major = 5, minor = 6, version_string = "5.6.0-dev-0db22e793-dirty", ip_version = 6, min_rtt = 0.1630000025034, max_rtt = 3.6440000534058, avg_rtt = 0.17299999296665, min_jitter = 0, max_jitter = 3.4649999141693, avg_jitter = 0, connection_uptime = 418, serialization_version = 29, patch = 0, protocol_version = 40, state = "Active" } ``` Player meta: ``` { fields = { ["ocean_build.last_warning"] = "1.6588e+09", ["stamina:level"] = "0", ["ocean_build.ocean_built"] = "2", ["stamina:poisoned"] = "no", yl_church = "return {[\"last_death\"] = {[\"y\"] = 15, [\"x\"] = 1353, [\"z\"] = 1089}}", punch_count = "861", jointime = "1644205752", ["3d_armor_inventory"] = "return {\"nether_mobs:dragon_boots 1 3900\", \"\", \"\", \"\", \"\", \"\"}", repellant = "0", crafted = "182", inflicted_damage = "143494", ["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", [4] = \"unified_inventory:bag_large\"}", arenalib_infobox_arenaID = "0", xp = "0", yl_commons_thankyou = "21", played_time = "1421720", bitten = "0", ["ethereal:fly_timer"] = "-99", digged_nodes = "5599", placed_nodes = "13094", died = "2", yl_commons_player_created = "1644205752", yl_commons_player_joined = "1659559322", ["stamina:exhaustion"] = "20", hud_state = "off", partychat = "party", ["signslib:pos"] = "(2056,15,1116)" } } ``` Log identifier ``` [MOD] yl_report log identifier = j3q0Ekv9M7Zbd5t4qFaSuRgxCno29Low ``` Profiler save: ``` profile-20220803T204835.json_prettyEE ``` Status: ``` # Server: version: 5.5.1-yl | game: Minetest Game | uptime: 3d 15h 48min 12s | max lag: 2.72s | clients: pacifist, tubbo, Lupercus, annah, Lucien_II, 1000g, wordes, digdeep, Nibsokube, AspireMint, Dragoni_is_bored, Cody, bubbafrog, rabenkind, Astridd, Violetta, Boris, Service, AliasAlreadyTaken, rheo, Bishiro, Mielle, Guillermox26, JeCel, flux, hzhzhz, BTS-, Bailiff ``` Teleport command: ``` /teleport xyz 644 64 1587 ``` Compass command: ``` /give_compass Construction j3q0Ekv9M7Zbd5t4qFaSuRgxCno29Low D2691E 644 64 1587 ```
AliasAlreadyTaken was assigned by yourland-report 2022-08-03 20:48:35 +00:00
flux added the
1. kind/enhancement
label 2022-08-03 20:58:26 +00:00
flux added this to the flux's TODO list project 2022-08-03 20:58:31 +00:00
flux self-assigned this 2022-08-03 20:58:39 +00:00
flux added the
4. step/want approval
label 2022-08-04 00:56:30 +00:00
Member

@AliasAlreadyTaken i think this'd be a great feature to prevent areas from getting depopulated. i also think that things like grass and other plant items should replant themselves.

@AliasAlreadyTaken i think this'd be a great feature to prevent areas from getting depopulated. i also think that things like grass and other plant items should replant themselves.
https://gitea.your-land.de/your-land/administration/issues/134
Member

your-land/administration#134

i suppose this is related to that issue, but having some sort of mechanism to repopulate already mangled areas with stuff that'd otherwise be left on the ground to despawn, is a different thing than just auto-planting saplings when a player devastates a tree

> https://gitea.your-land.de/your-land/administration/issues/134 > i suppose this is related to that issue, but having some sort of mechanism to repopulate already mangled areas with stuff that'd otherwise be left on the ground to despawn, is a different thing than just auto-planting saplings when a player devastates a tree
AliasAlreadyTaken added the
4. step/approved
label 2022-08-05 01:18:45 +00:00

We just need to bne careful with areas. There's some measurements in yl_commons how much a tree might grow: https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/util/treesize.lua

We just need to bne careful with areas. There's some measurements in yl_commons how much a tree might grow: https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/util/treesize.lua
Member

We just need to bne careful with areas. There's some measurements in yl_commons how much a tree might grow: https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/util/treesize.lua

hmmm

i'm also writing up a proposal for a way to make woodcutting/treecapitator work better, but that's not done. tree extents may change, and a better API will come out of it.

but that might be a few months down the lines. having saplings replant this way could be used to grief people w/out proper checks, perhaps i'll leave it until after i've done that work.

> We just need to bne careful with areas. There's some measurements in yl_commons how much a tree might grow: https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/util/treesize.lua hmmm i'm also writing up a proposal for a way to make woodcutting/treecapitator work better, but that's not done. tree extents may change, and a better API will come out of it. but that might be a few months down the lines. having saplings replant this way could be used to grief people w/out proper checks, perhaps i'll leave it until after i've done that work.

Since the land guards already do that kind of check, we could simply copy from there.https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/bugfixes/mobs_monster.lua

Since the land guards already do that kind of check, we could simply copy from there.https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/bugfixes/mobs_monster.lua
Member

Since the land guards already do that kind of check, we could simply copy from there.https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/bugfixes/mobs_monster.lua

if you think that check is enough, sure, i can make use of that.

however, i still maintain that yl_commons should not be both a "library" mod, providing APIs, and a "bugfixing" mod, providing integration fixes. the former is something that other mods should depend on, the latter is something that should depend on other mods. the game does not support circular mod dependencies, with good reason.

but refactoring the yl_* mods is going to be a huge job, and i've decided to put that off for now, in favor of more tangible projects e.g. a better mob API.

> Since the land guards already do that kind of check, we could simply copy from there.https://gitea.your-land.de/your-land/yl_commons/src/branch/yl_stable/bugfixes/mobs_monster.lua if you think that check is enough, sure, i can make use of that. however, i still maintain that yl_commons should not be both a "library" mod, providing APIs, and a "bugfixing" mod, providing integration fixes. the former is something that other mods should depend on, the latter is something that should depend on other mods. the game does not support circular mod dependencies, with good reason. but refactoring the `yl_*` mods is going to be a huge job, and i've decided to put that off for now, in favor of more tangible projects e.g. a better mob API.

There may be other checks necessary I haven't thought of. I only guessed the mechanic sounds similar enough to suggest a similar solution.

There may be other checks necessary I haven't thought of. I only guessed the mechanic sounds similar enough to suggest a similar solution.
Member

There may be other checks necessary I haven't thought of. I only guessed the mechanic sounds similar enough to suggest a similar solution.

i've got a good idea of what the ideal solution shold look like, but that requires work that i'm not going to get to for a few months at least.

in the mean time, it'd be pretty quick to just make dropped sapling items turn into sapling nodes, if we think that's worth doing. that'd just take 5-10 minutes.

> There may be other checks necessary I haven't thought of. I only guessed the mechanic sounds similar enough to suggest a similar solution. i've got a good idea of what the ideal solution shold look like, but that requires work that i'm not going to get to for a few months at least. in the mean time, it'd be pretty quick to just make dropped sapling items turn into sapling nodes, if we think that's worth doing. that'd just take 5-10 minutes.
flux removed the
4. step/want approval
label 2022-08-09 19:34:47 +00:00
flux added a new dependency 2022-11-03 00:32:44 +00:00
Member

implemented in b3ce12a349

implemented in https://gitea.your-land.de/your-land/yl_commons/commit/b3ce12a3494fade32bae1025262e7e594b43aaee
flux added the
4. step/ready to QA test
label 2023-06-26 20:40:33 +00:00
AliasAlreadyTaken added this to the 1.1.120 milestone 2023-06-27 01:23:35 +00:00
AliasAlreadyTaken added the
ugh/QA OK
label 2023-08-28 14:48:02 +00:00
Member

Perhaps a bit problematic. The land guards do produce a lot of sapling spam already....

Perhaps a bit problematic. The land guards do produce a lot of sapling spam already....

Perhaps a bit problematic. The land guards do produce a lot of sapling spam already....

Those saplings and the landguards respect protections, they only plant when outside and without the chance to "grow into" a protection as well.

In contrast to landguards, trees do not wander around and place saplings :D

> Perhaps a bit problematic. The land guards do produce a lot of sapling spam already.... Those saplings and the landguards respect protections, they only plant when outside and without the chance to "grow into" a protection as well. In contrast to landguards, trees do not wander around and place saplings :D
Member

the new code also makes use of yl_commons.can_grow(pos, itemname), so this mechanic should also respect protection areas.

the new code also makes use of `yl_commons.can_grow(pos, itemname)`, so this mechanic should also respect protection areas.
Member

Even with trees not wandering about - we do have those landguards, and they plant a lot. I think it's too much if saplings self-plant. Also utter horror when you cut a big oak. Probably less problematic with some standard apple trees.

Even with trees not wandering about - we *do* have those landguards, and they plant a lot. I think it's too much if saplings self-plant. Also utter horror when you cut a big oak. Probably less problematic with some standard apple trees.
Member

Even with trees not wandering about - we do have those landguards, and they plant a lot. I think it's too much if saplings self-plant. Also utter horror when you cut a big oak. Probably less problematic with some standard apple trees.

if it turns into a problem, we can revisit this, and perhaps introduce a "chance" for the sapling to plant, instead of a certainty. possibly a tree-dependent chance.

> Even with trees not wandering about - we *do* have those landguards, and they plant a lot. I think it's too much if saplings self-plant. Also utter horror when you cut a big oak. Probably less problematic with some standard apple trees. if it turns into a problem, we can revisit this, and perhaps introduce a "chance" for the sapling to plant, instead of a certainty. possibly a tree-dependent chance.
flux added
5. result/fixed
and removed
4. step/ready to QA test
labels 2023-11-16 21:19:05 +00:00
flux removed this from the flux's TODO list project 2023-11-16 21:19:08 +00:00
AliasAlreadyTaken was unassigned by flux 2023-11-16 21:19:10 +00:00
flux removed their assignment 2023-11-16 21:19:10 +00:00
flux removed a dependency 2023-11-16 21:19:17 +00:00
Member

this is live

this is live
flux closed this issue 2023-11-16 21:19:27 +00:00
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Reference: your-land/bugtracker#2400
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