rheo reports: sapling items that fall on the ... #2400
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Reference: your-land/bugtracker#2400
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@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.
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
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
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.
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.
implemented in
b3ce12a349
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
the new code also makes use of
yl_commons.can_grow(pos, itemname)
, so this mechanic should also respect protection areas.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.
this is live