Remove petz? #3142

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opened 2022-11-26 21:12:12 +00:00 by AliasAlreadyTaken · 5 comments

In the last 4 days, petz crashed us the server more 12 times. There are plenty of issues regarding petz, curently 11 open, 39 closed. It even has a label of its own.

Where 12 crashes happened in the past, another couple wait around the corner.

Unless the modmaker of petz adopts a testing strategy or otherwise makes an effort to detect bugs before release, I feel like removing or suspending petz is the only resonable path to avoid all those crashes.

Of course this has other implications. That's why this issue is less implemenatation instruction but a focus point for discussion.

In the last 4 days, petz crashed us the server more 12 times. There are plenty of issues regarding petz, curently 11 open, 39 closed. It even has a label of its own. Where 12 crashes happened in the past, another couple wait around the corner. Unless the modmaker of petz adopts a testing strategy or otherwise makes an effort to detect bugs before release, I feel like removing or suspending petz is the only resonable path to avoid all those crashes. Of course this has other implications. That's why this issue is less implemenatation instruction but a focus point for discussion.
Member

Nobody loves petz more than I do and even I am fed up with them.

Nobody loves petz more than I do and even I am fed up with them.
Member

i don't think we should get rid of petz w/out creating some sort of minimal mod that allows them to persist in a very basic way. the entities and items could stick around, but the logic from them would be almost entirely removed. the entities would have minimal logic, but could still be killed for drops, walk in random directions, and get picked up and turned into items. but no taming, no ownership, no breeding, no way of keeping them constrained to a specific area. also, skin variations wouldn't persist; if you pick them up and put them down, they get a randomly chosen skin. same if they unload/reload.

whenever i finish my mob API and port all the petz to it, we can revive them.

i'm not a huge fan of petz, but i'd rather do the work for the above than get rid of them entirely.

i don't think we should get rid of petz w/out creating some sort of minimal mod that allows them to persist in a very basic way. the entities and items could stick around, but the logic from them would be almost entirely removed. the entities would have minimal logic, but could still be killed for drops, walk in random directions, and get picked up and turned into items. but no taming, no ownership, no breeding, no way of keeping them constrained to a specific area. also, skin variations wouldn't persist; if you pick them up and put them down, they get a randomly chosen skin. same if they unload/reload. whenever i finish my mob API and port all the petz to it, we can revive them. i'm not a huge fan of petz, but i'd rather do the work for the above than get rid of them entirely.
Member

A minimal mod may be ok, but that seems too minimal. Seeking and breeding for mutation is something may of us enjoy doing. If they get a random skin each time a lot would be lost. Taming, ownership and breeding are important. Keeping them in a specific area is less important - people might learn to pick them up. Tough existing mobs suddenly walking off would be problematic as well.

If the mod causes too many crashes it may be best to disable it for a while (in a way to keep existing petz until it gets reactivated).

A minimal mod may be ok, but that seems too minimal. Seeking and breeding for mutation is something may of us enjoy doing. If they get a random skin each time a lot would be lost. Taming, ownership and breeding are important. Keeping them in a specific area is less important - people might learn to pick them up. Tough existing mobs suddenly walking off would be problematic as well. If the mod causes too many crashes it may be best to disable it for a while (in a way to keep existing petz until it gets reactivated).
Member

A minimal mod may be ok, but that seems too minimal. Seeking and breeding for mutation is something may of us enjoy doing. If they get a random skin each time a lot would be lost. Taming, ownership and breeding are important. Keeping them in a specific area is less important - people might learn to pick them up. Tough existing mobs suddenly walking off would be problematic as well.

i want to create a good replacement mod API that will surpass petz, but while i think i'm capable of doing this, i'm not sure i will be done w/ it for maybe 4 or 6 months. in the meantime, we need to keep petz from making the server entirely unusable.

If the mod causes too many crashes it may be best to disable it for a while (in a way to keep existing petz until it gets reactivated).

we can't do this w/out turning the server into a zoo of unknown entities, w/out the work i'm describing. creating a "dummy petz replacement" mod isn't trivial, but it's also not hard. i could make one in a day or two of dev time. it will reduce functionality, but it will still let people pick up their tamed petz for future use, or kill wild petz to get their dropz.

> A minimal mod may be ok, but that seems too minimal. Seeking and breeding for mutation is something may of us enjoy doing. If they get a random skin each time a lot would be lost. Taming, ownership and breeding are important. Keeping them in a specific area is less important - people might learn to pick them up. Tough existing mobs suddenly walking off would be problematic as well. i want to create a good replacement mod API that will surpass petz, but while i think i'm capable of doing this, i'm not sure i will be done w/ it for maybe 4 or 6 months. in the meantime, we need to keep petz from making the server entirely unusable. > If the mod causes too many crashes it may be best to disable it for a while (in a way to keep existing petz until it gets reactivated). we can't do this w/out turning the server into a zoo of unknown entities, w/out the work i'm describing. creating a "dummy petz replacement" mod isn't trivial, but it's also not hard. i could make one in a day or two of dev time. it will reduce functionality, but it will still let people pick up their tamed petz for future use, or kill wild petz to get their dropz.

both options

  • players will lose their existing petz and complain
  • double work and breaking change if a petz replacement is added later

If removed/disabled

  • alot of YL fauna will be gone
  • would change current gameplay alot. mechanics/recipes/items/nodes/clothing
  • create alot of unknown entities/items/nodes that need to be handled
  • will create a good portion of bugs/problems/questions

if dummy_mod

  • regular /bugs because it looks like petz but doesn´t behave like it
  • complains because of changed behaviour and random skins(rare mutations)
  • alot of social problems if it doesnt support ownership, stealing/killing of other peoples dummy_petz

I would suggest keeping petz but no more updates except bugfixes to reach a somewhat stable version until a complete replacement is available or you are happy with the current state.
That should create less problems/bugs than remove/disable/dummy_mod while keeping players happy and current gameplay mechanics intact

both options - players will lose their existing petz and complain - double work and breaking change if a petz replacement is added later If removed/disabled - alot of YL fauna will be gone - would change current gameplay alot. mechanics/recipes/items/nodes/clothing - create alot of unknown entities/items/nodes that need to be handled - will create a good portion of bugs/problems/questions if dummy_mod - regular /bugs because it looks like petz but doesn´t behave like it - complains because of changed behaviour and random skins(rare mutations) - alot of social problems if it doesnt support ownership, stealing/killing of other peoples dummy_petz I would suggest keeping petz but no more updates except bugfixes to reach a somewhat stable version until a complete replacement is available or you are happy with the current state. That should create less problems/bugs than remove/disable/dummy_mod while keeping players happy and current gameplay mechanics intact
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Reference: your-land/bugtracker#3142
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