don_flymoor reports: Items should not dissipear whe ... #338

Closed
opened 2021-03-19 16:05:42 +00:00 by yourland-report · 9 comments

don_flymoor reports a bug:

Items should not dissipear when broken. The should be replaced by a broken version of the item, which cannot be used but can be repared with a furnace (to heat it) and a anvil, as well as aformentioned scrap.

Player position:

{
	y = 14.5,
	x = 2013.3430175781,
	z = 1156.0080566406
}

Player look:

{
	y = -0.19577498733997,
	x = -0.44551035761833,
	z = -0.87360894680023
}

Player information:

{
	min_rtt = 0.20600000023842,
	max_rtt = 3.8680000305176,
	connection_uptime = 1142,
	lang_code = "",
	address = "::ffff:216.50.216.79",
	formspec_version = 4,
	protocol_version = 39,
	avg_rtt = 0.22300000488758,
	min_jitter = 0,
	ip_version = 6,
	max_jitter = 3.6400001049042,
	avg_jitter = 0.013000011444092
}

Player meta:

{
	fields = {
		["3d_armor_inventory"] = "return {\"3d_armor:chestplate_crystal 1 2220\", \"rainbow_ore:rainbow_ore_helmet 1 2312\", \"shields:shield_crystal 1 2220\", \"3d_armor:leggings_crystal 1 2220\", \"3d_armor:boots_crystal 1 6960\", \"\"}",
		yl_church = "return {[\"last_death\"] = {[\"y\"] = 0, [\"x\"] = 1909, [\"z\"] = 1383}, [\"last_heal\"] = 1607117731, [\"last_death_portal\"] = 1616093706}",
		played_time = "149428",
		["stamina:level"] = "17",
		xp = "7334",
		punch_count = "1409",
		yl_commons_player_joined = "1616168873",
		crafted = "1583",
		died = "84",
		digged_nodes = "8506",
		yl_commons_player_created = "1607094799",
		placed_nodes = "1549",
		hud_state = "on",
		inflicted_damage = "18978",
		partychat = "main"
	}
}

Log identifier


[MOD] yl_report log identifier = rDEVuQmU9jJY4MbY19Lz2xURBSSKkqJ7

Profiler save:

profile-20210319T170542.json_pretty

Status:

# Server: version=5.3.0-yl, uptime=78547.6, max_lag=2.32924, clients={Icey_fox, Kiyoko, Ivan011, don_flymoor, fofinhak7, Bishiro, Glowark, Cepheus, MistOfTheKnight, bibi, Nobody24, AliasAlreadyTaken, Bailiff, Service, Aristwo}
don_flymoor reports a bug: > Items should not dissipear when broken. The should be replaced by a broken version of the item, which cannot be used but can be repared with a furnace (to heat it) and a anvil, as well as aformentioned scrap. Player position: ``` { y = 14.5, x = 2013.3430175781, z = 1156.0080566406 } ``` Player look: ``` { y = -0.19577498733997, x = -0.44551035761833, z = -0.87360894680023 } ``` Player information: ``` { min_rtt = 0.20600000023842, max_rtt = 3.8680000305176, connection_uptime = 1142, lang_code = "", address = "::ffff:216.50.216.79", formspec_version = 4, protocol_version = 39, avg_rtt = 0.22300000488758, min_jitter = 0, ip_version = 6, max_jitter = 3.6400001049042, avg_jitter = 0.013000011444092 } ``` Player meta: ``` { fields = { ["3d_armor_inventory"] = "return {\"3d_armor:chestplate_crystal 1 2220\", \"rainbow_ore:rainbow_ore_helmet 1 2312\", \"shields:shield_crystal 1 2220\", \"3d_armor:leggings_crystal 1 2220\", \"3d_armor:boots_crystal 1 6960\", \"\"}", yl_church = "return {[\"last_death\"] = {[\"y\"] = 0, [\"x\"] = 1909, [\"z\"] = 1383}, [\"last_heal\"] = 1607117731, [\"last_death_portal\"] = 1616093706}", played_time = "149428", ["stamina:level"] = "17", xp = "7334", punch_count = "1409", yl_commons_player_joined = "1616168873", crafted = "1583", died = "84", digged_nodes = "8506", yl_commons_player_created = "1607094799", placed_nodes = "1549", hud_state = "on", inflicted_damage = "18978", partychat = "main" } } ``` Log identifier ``` [MOD] yl_report log identifier = rDEVuQmU9jJY4MbY19Lz2xURBSSKkqJ7 ``` Profiler save: ``` profile-20210319T170542.json_pretty ``` Status: ``` # Server: version=5.3.0-yl, uptime=78547.6, max_lag=2.32924, clients={Icey_fox, Kiyoko, Ivan011, don_flymoor, fofinhak7, Bishiro, Glowark, Cepheus, MistOfTheKnight, bibi, Nobody24, AliasAlreadyTaken, Bailiff, Service, Aristwo} ```
AliasAlreadyTaken was assigned by yourland-report 2021-03-19 16:05:42 +00:00
AliasAlreadyTaken added the
1. kind/enhancement
label 2021-03-20 03:11:26 +00:00
flux added a new dependency 2022-10-28 19:30:54 +00:00
flux added the
4. step/discussion
label 2023-03-05 03:53:18 +00:00
Member

to do this properly, we need to totally abandon how the engine handles tool wear. it's do-able, but tricky, complicated code wise, and relatively expensive.

to do this properly, we need to totally abandon how the engine handles tool wear. it's do-able, but tricky, complicated code wise, and relatively expensive.

Not in favour. This means no chance to lose items at all, means careless playstyle.

Not in favour. This means no chance to lose items at all, means careless playstyle.
Member

i implemented this a couple moths ago on a whim: https://github.com/fluxionary/minetest-broken_tools

i haven't decided i'm even going to publish it formally, but it exist and works, though it's not automatically compatible w/ every tool which has wear. i'm also not asking that it be installed on your-land, but i'll remark that i think it would make the server more interesting compared to all the others.

Not in favour. This means no chance to lose items at all, means careless playstyle.

it doesn't have to lead to a careless playstyle. ultimately, the server admin would have control over the cost of repairing a broken tool. perhaps to repair your balrog whip, you need a stack of rainbow blocks. that's easier to get than a balrog whip if you know what you're doing, but it's also still really really hard. sort of like how player death only take 10% of your next level's XP, the consequences of the death of your weapon shouldn't take it entirely out of the picture.

i'm certainly not opposed to making the game harder in many ways, but i feel like removing some of the frustration over things players feel they can't control, is something we should aim for.

i implemented this a couple moths ago on a whim: https://github.com/fluxionary/minetest-broken_tools i haven't decided i'm even going to publish it formally, but it exist and works, though it's not automatically compatible w/ every tool which has wear. i'm also not asking that it be installed on your-land, but i'll remark that i think it would make the server more *interesting* compared to all the others. > Not in favour. This means no chance to lose items at all, means careless playstyle. it doesn't have to lead to a careless playstyle. ultimately, the server admin would have control over the cost of repairing a broken tool. perhaps to repair your balrog whip, you need a stack of rainbow blocks. that's easier to get than a balrog whip if you know what you're doing, but it's also still really really hard. sort of like how player death only take 10% of your next level's XP, the consequences of the death of your weapon shouldn't take it entirely out of the picture. i'm certainly not opposed to making the game *harder* in many ways, but i feel like removing some of the frustration over things players feel they can't control, is something we should aim for.
Member

Perhaps this is not needed for all tools. Tools that have a low durability and are expensive (especially those balrog whips!) already got lost multiple times due to lag and were then replaced manually by Alias. Recently, someone lost nether armor due to AFKing and beeing killed by a mime. Death alone is expensive enough.

Protecting wood, stone or steel tools that way may not be worth the effort. And mithril and crystal usually last long enough so that it's not a problem. Balrog whips, dragonscale armor, nether armor and perhaps rainbow stuff would be candidates where such a broken but repairable tool version could help everyone.

Perhaps this is not needed for all tools. Tools that have a low durability and are expensive (especially those balrog whips!) already got lost multiple times due to lag and were then replaced manually by Alias. Recently, someone lost nether armor due to AFKing and beeing killed by a mime. Death alone is expensive enough. Protecting wood, stone or steel tools that way may not be worth the effort. And mithril and crystal usually last long enough so that it's not a problem. Balrog whips, dragonscale armor, nether armor and perhaps rainbow stuff would be candidates where such a broken but repairable tool version could help everyone.

I'd rather have it that things get lost for ever instead of having such an expensive repair like flux suggested.
And most of the things Sokomine mentioned can be easily prevented from getting lost if someone just pays enough attention. Imo afking in a dangerous area, is a player's fault anyways.

So, I do like the idea of things not getting destroyed but instead just becoming unusable but NOT if it means more expenses. That would just mean that people who actually are careful with their stuff would get a penalty just because others cant (aka I now have to "pay" to repair my stuff, instead of simply using the anvil).

I'd rather have it that things get lost for ever instead of having such an expensive repair like flux suggested. And most of the things Sokomine mentioned can be easily prevented from getting lost if someone just pays enough attention. Imo afking in a dangerous area, is a player's fault anyways. So, I do like the idea of things not getting destroyed but instead just becoming unusable but NOT if it means more expenses. That would just mean that people who actually are careful with their stuff would get a penalty just because others cant (aka I now have to "pay" to repair my stuff, instead of simply using the anvil).

The balrog whip was lost due to a bug or unexpected high lag and it took us a while to prove it really was a bug. That's ok, that's something the player cannot control. It's not their fault.

But that's no insurance or guarantee and if due to careless use the balrog whip or some piece of armour gets lost, we will not replace it.

The balrog whip was lost due to a bug or unexpected high lag and it took us a while to prove it really was a bug. That's ok, that's something the player cannot control. It's not their fault. But that's no insurance or guarantee and if due to careless use the balrog whip or some piece of armour gets lost, we will not replace it.
Member

the broken tools mod is aimed more at regular tools, particularly low-level ones, and not so much at expensive tools.

the broken tools mod is aimed more at regular tools, particularly low-level ones, and not so much at expensive tools.
Member

Maybe this should be an enchantment? If you enchant a tool with it, it will not disappear at 0 durability?

Maybe this should be an enchantment? If you enchant a tool with it, it will not disappear at 0 durability?
AliasAlreadyTaken added this to the 1.4 Classes and abilities milestone 2024-01-17 11:38:34 +00:00

So far I like the enchantment idea best, but with some limitations what you can enchant. I'd be ok with such an echantment if players have to decide between more than one. Read: You can't have EVERY enchantment.

This sounds like a topic for the armour and weapons and repair overhault of 1.4

Unless new ideas surface, I'd like to close this as "maybe"

So far I like the enchantment idea best, but with some limitations what you can enchant. I'd be ok with such an echantment if players have to decide between more than one. Read: You can't have EVERY enchantment. This sounds like a topic for the armour and weapons and repair overhault of 1.4 Unless new ideas surface, I'd like to close this as "maybe"
AliasAlreadyTaken added
5. result/maybe
and removed
4. step/discussion
labels 2024-01-17 11:40:42 +00:00
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Reference: your-land/bugtracker#338
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