Absolute_Mongoose reports: very frustrating issue with la ... #3499
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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#3499
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Absolute_Mongoose reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
And great loss of XP.
Yup same happened with me, in fact, I can trick the server by placing more extra blocks than I actually have and it won't disappear.
this has to do w/ how minetest does node placement prediction. the client tries to guess that a node will be placed, but actual inventory modifications require communication w/ the server, so the predictions can be "wrong" sometimes, particularly when there's lag.
possibly SSCSM will allow implementing something better, but there's nothing in the architecture of the game to fix this currently. best course of action is to reduce lag, but as long as people want to farm the nether constantly, this is unlikely to change.