Redshirt reports: dying because of tree cutting ... #3066
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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
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Reference: your-land/bugtracker#3066
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Redshirt reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
it's not incredibly easy to detect this. hm...
Would "disable area violation punishment during woodcutting" work?
Making it an integration issue?
Shouldn´t woodcutting check the protection to prevent griefing?
Yes, of course. The problem at hand is that woodcutting repeatedly tries to "digs" the same protected block, causing the player to take damage each time a dig doesn't work. The player can't disable woodcutting fast enough to not die.
The protection must remain, it must still be impossible to alter someone else's area.
Thats my point 😉
If it checks protection and still tries to dig the node thats wrong.
So instead of adding special handling for woodcutting to violation punishment, fix woodcutting to not even try to dig protected nodes the player isn´t allowed to dig.
aaaand this turned into me spending the whole day writing a treecutting mod:
https://github.com/fluxionary/minetest-choppy
there's still a lot of essential features missing, but it'll fix:
I'd prefer fixing the original woodcutting, for licensing and distribution reasons.
i wrote choppy because i estimated it'd be easier than fixing woodcutting, and i think i was right.
choppy works in a similar but significantly different way than woodcutting, there are intentionally some very different design decisions, and the other users of woodcutting might appreciate them, or not. but i feel like they fit the goals of your-land more. e.g. avoiding "floating treetops" above most other considerations, not cutting adjacent trees forever, not cutting (most) tree/leaves placed by players, creating less lag and simultaneously being more responsive during laggy times, being "on by default" so that players realize it's there w/out needing an education... other things.
but if choppy isn't approved, i will probably eventually PR woodcutting with some fixes.
choppy is now a candidate and active on the testserver.
QA
Choppy cleanly cut off where the area ended and there were no protection violations.
this is live :)