Kodin reports: some form of vertical transpor ... #4224
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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
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4. step/partially fixed
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5. result/cannot reproduce
5. result/duplicate
5. result/fixed
5. result/maybe
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ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
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Reference: your-land/bugtracker#4224
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Kodin reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
i'm still partial to realtime elevators (https://content.minetest.net/packages/shacknetisp/elevator/), though i'm pretty sure alias has panned it in the past, though i'm not finding any mention of it.
if we ever adopt my staminoid mod, climbing up ropes may become even more time consuming.
I believe I tested realtime elevators back then and at least I found them interesting. The tests from before server release are poorly documented and even less so remembered by sponge brain Alias.
There was a reason to not add them though, either lag or issues. Maybe we should revisit them.
I'm pretty much torn between lagdefense, time-efficient travel and no-teleport
from what i've read, these are more likely to be a victim of lag, than a source, similar to how minecarts and horses get really terribly rubber-band-y when there's lag.
i need to do some tests to see if disabling anticheat actually helps w/ those problems in any meaningful way.
also probably the elevator could be coded to do the right thing even if lag rubber-bands it around
We could at least try to disable rubberbanding ... I meant ... anticheat for a week and see what improves.
A rope is quite sufficient for short distances. Otherwise, it is worth creating a free-fall shaft for the way down and the /sethome and /home for the way up. It doesn't get any faster without a teleporter.
used freefall to get down & trampoline to get up fast in the past and cushion/pores.
But didnt test that since trampolines got limited.
Forget about trampoline, look #3364. If Alias wrote, level 6 is very high, it doesn't correspond to Runy and my trials in that time. If it was not changed after the /bug you can just jump like with crystal boots...
Nether Portal already allows for unlimited teleportation on Y-axis, for example the Netherlands entry portal(s).
I'm sure the dwarves could rig up some nice elevator-like structures. They have a lot of experience with mining and deep shafts.
The usual fall shafts are not only dangerous but also boring. Last but not least I have to close my eyes when falling down one because the flickering of the light goes on my nerves and causes me seriuos headache. Thus the only home point available is needed for a mine deep down.
NPC might help: Fall down once. Talk to the dwarf at the bottom and pay him/her. Then be allowed to use the "elevator" next time. Might even be a city service that's beeing built: Public mine with NPC-run "elevator".