Freebie reports: Sandy should be craftable. Alt ... #2941
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Reference: your-land/bugtracker#2941
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Freebie reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
this refers to "ethereal:sandy", on which spawn sponges, coral, and seaweed.
adding to context here, the "soft touch" of crystal shovel can harvest ethereal:sandy while the code infers that default:sand should be given when dug (which is true when digging with something that is not the crystal shovel).
It seems to be working as intended? How much harvesting of ethereal:sandy are players likely to do?
Suggestion: turn off soft-touch for harvesting of ethereal:sandy so that it always turns to sand, and add it as an item drop from some mob types, this removes it from players attempting to dig for it entirely. Similar to portal stones.
if requested, i'd prefer to give players an option other than despoiling the bottom of the ocean; see e.g. #1761
interesting proposal, though that requires implementing a new mechanic (a "crystal shovel blacklist") instead of just adding a recipe. i think sand + bonemeal would be reasonable?
hm. sandy is incredibly powerful, isn't it - infinite bonemeal comes to mind. doing what niceride suggests is sounding better.
ethereal:sandy is a mapgen block and not meant to be dug. To prevent oceans from being dug up:
Possible solutions:
Also your-land/administration#134
Making sandy craftable would cause it to be machined.
i generated a list of all nodes for which the crystal shovel returns different drops than a normal shovel, in case you want to inspect it for other things which ought to be blacklisted. other than perhaps quicksand, it looks pretty mundane to me.
using this script:
What is so bad to be machined?
So I should say, why I would like to have sandy in my hands without digging it at other places:
i guess ethereal coral doesn't turn into bonemeal, so that's not actually a problem.
it seems that the ABM that controls ethereal water life regeneration is actually pretty quick - shouldn't you be able to collect enough of them in some dozens of minutes?
something additional that could be done, could be to transform some sand nodes @ the right depth into sandy, so that all you'd have to do to repopulate an ocean bottom would be to put down sand and wait.
Do I understand you correctly: the biome repairs itself? So I always have to take sandy and place sand for it and the biome then makes sandy out of it again by itself?
that would be correct. if you want to make an aquarium outside the ocean, you can just harvest some decorations for that.
Ok, I will give it a test tomorrow. Could not find the specification of a minimum depth in here: https://notabug.org/TenPlus1/ethereal/src/master/sealife.lua but will see and report.
it doesn't do that currently, i'm proposing that such a mechanism be created, sorry if that wasn't clear.
it's defined here https://notabug.org/TenPlus1/ethereal/src/master/ores.lua#L62
but could be changed to be a bit higher (maybe up to -6?)
but a generalized landscape-regeneration mechanism has certainly been proposed. (your-land/administration#134 if you can see it)