rheo reports: fast-flying through a few doze ... #2421
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#2421
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?
rheo reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
in my new mob API, i will encourage that un-tamed mobs will disappear after being being reloaded a couple times. some mobs may want to never static-save when they are untamed, some may want to never disappear.
but stuff that flies really needs to have rules to constrain the number which can spawn and unload into neighboring areas.
upstream: mobs shouldn't be able to "walk" into neighboring areas and unload; they should be forced back to where they came from
If its meant to be an API, then those using the API should decide on how or when things disappear. There may be use cases where the game requires taming at all doesn't exist.
Same goes for the "hit the border" problem. There might be usecases for instant despawn, emerging the destination mapblock, serializing or any other action.
Maybe we should write a spec first, I assume the mob api is not intended exclusively for YL but for a general audience :D
currently, there is nothing in the lua API that can prevent entities from being unloaded when the engine decides they should be.
you can't even prevent them from walking (or flying) into an unloaded area programmatically. you can only give them a velocity and a direction. you can't say "stop walking once you reach point X". you can, of course, check the position once every server step, but if there's a lag spike, the mob may be in a much different location than it was on the previous step, particularly for fast animals like the
water_life
birds.yeah, i suppose i shouldn't have said the API. when i meant, when i get around to actually re-implementing various mobs in the new API.
also, after i wrote this, i had two other ideas that are perhaps preferable to "no staticsave at all"
also, things like the balrog and the mime clearly need to be effectively immortal (don't despawn) or they're not as fun.
closing this as a dupe of #2077