flux reports: you can knock apples (and othe ... #2925
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Reference: your-land/bugtracker#2925
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flux reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
probably players shouldn't be able to trigger falling nodes in protected areas that they don't control.
ugh this will require changes to the builtin lua API. ugh.
Is that the same case as "falling gravel in a protected area" ?
the solution in my mind equates these. for a server like your-land, i can't think of a good use case of knocking gravel in someone else's protected area and having it fall.
perhaps when there's a more sophisticated API for managing player interactions in a "volume", but currently, every time i make gravel/sand fall in a protected cave, i feel like i'm abusing the mechanic.
It's hard to have code guess intention. Sounds like a case of "in one case it should be this way, in the other case it should be another".
Falling nodes are in general a pain. Perhaps reconsider if fruits really need to fall down. Or was it a change in upstream? Then there's little one can do.
this is true, but it doesn't need to be that way
having them fall is preferable to having them float in the sky, but there's currently no way to get them to fall in some sort of "sane" way. at some point, i can rewrite falling nodes as a mod and solve a lot of these problems.
there's also an upstream engine PR, though it's stalled:
notes from #3246
instead, fruit should regrow on trees every-so-often, and it shouldn't be possible to knock fruit down in protected areas
ideally, flowers and grass should regrow over time, at least in unprotected areas. in protected areas, falling nodes should never replace other nodes.
the admin issue for these behaviors is your-land/administration#134, though i know most people can't see that.
The current implementation is...problematic. Apples can be knocked from trees unvoluntarily, and the falling apples do kill flowers. It's not a matter of them regrowing or not...or of the mechanism beeing repaird/improved in the far future.
I think the best solution would still be to avoid falling nodes as far as possible. It's not even realistic: Apples can hang on twigs. They don't need to sit on something. And even then...having falling apples but stone structures float happily in the sky remains...strange.
And then there's picking up an apple/fir cone - just to have the apple/fir cone you just tried to pick up start falling and end up on the floor. Seems our hands aren't very good at gripping things.
Or have a fir cone land on a horse passing by and float on top of that.
It's better for gameplay mechanics to switch them from falling nodes back to normal nodes.
how we got here:
#1992
tree fruit are in the "leafdecay" group which breaks crafting recipes. solution: tree fruit are removed from the leafdecay group.
#2066
because they were removed from "leafdecay", fruit hovers in the sky. solution: turn them into falling nodes.
Can we make them fall as entities?
implemented this in
13c1a0e0f9
upsides:
downsides:
unchanged:
this is live, though it didn't go through QA and there's still some problems which weren't even listed here.