Bla reports: ropes, non pointable ropes are ... #2412
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Reference: your-land/bugtracker#2412
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Bla reports a bug:
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@Bla my suspicion is that the real issue here, is you can no longer place random nodes (e.g. cobble) next to a rope "node" in order to create an anchor for another ropebox. i've absolutely used that mechanism myself in the past, but i think that the current behavior is a feature and not a bug.
@flux nope its like I described it.
the 450m ropebox is at -896, rope ends at -1346. cave roof where I could place a new one at -1333.
But I cant cut the rope there anymore, would need to go back up -896 to remove the ropebox and find a way back down. Place the new ropebox at -1333, go back up to -896 to place it there again.
And I dont think its a feature, its just to prevent cheating by placing blocks against it.
cuttable ropes is a feature because you can do it on purpose and have to be carefull to not do it by accident and fall.
preventing cheating is absolutly necessary but shouldnt always end up as disadvantage for normal players.
i understand the problem now. cutting ropes was a problem because other players might do it to your ropes, or a player might do it to their own rope accidentally, causing weirdness (see #2027). might need to rethink how to do this a bit more..
proposal for a solution:
{ropey = 1, level = 3}
(or similar)alternate, rather conceptually hacky solution:
liquidtype ~= "none"
), and so not normally pointable.liquids_pointable = true
property.side effects:
it sounds goofy, but i actually find this pretty plausible. players don't need to understand that "ropes are a liquid" are the solution.
in either case,
minetest.emerge_area
call when the rope is cut, aminetest.load_area
call when the timer triggers).another solution:
placable_to
.this will require some substantial work on the rope mod
Idea: A rope can't just extend downwards - it can also be pulled back up.
Once the rope is fully extended, the rope end node would have to mutate into one that doesn't want to extend anymore but which can be punched or right-clicked. If the player right-clicks the rope-end node (ought to have a hitbox that streches 2-3 blocks upwards), the rope will be pulled up one block again (provided there are at least 2 blocks of rope left above it).
Now, this might lead to a problem if the rope the player's clinging to suddenly pulls up and the player ends up hanging in air and falling. So any players clinging to the rope need to be moved one block up as well as long as they havn't reached the ropebox yet. Could be a funny effect.
mhh, I do not know if this is a new issue or associated with this one.
I accidently built a rope of two flax (can not find a recipe for that, otherwise I would give the exact name for this node) and placed it on the floor.
Now there is a one node rope on the floor and it seems there is no way to point at or remove it.
I can climb up and down, so there is something but I don't now what exactly it is.
there's an upstream PR in development that might give us the ability to create a special tool just for cutting ropes.
https://github.com/minetest/minetest/pull/13992