JeCel reports: Is there a valid reason for ri ... #4828

Open
opened 2023-06-23 18:55:47 +00:00 by yourland-report · 10 comments

JeCel reports a bug:

Is there a valid reason for river water behaving differently than default water? In my eyes, the only purpose it serves it's making griefing easier because you can fill things up with it easily, when river water gets "destroyed" somehow. Also, currently filling up an artificial river, and if that won't kill my mouse, I don't know what will.

Player position:

{
	z = 10255.71875,
	x = 6492.3520507813,
	y = 2.5
}

Player look:

{
	z = 0.92542135715485,
	x = -0.067795351147652,
	y = -0.37282583117485
}

Player information:

{
	ip_version = 6,
	min_rtt = 0.027000000700355,
	avg_rtt = 0.028999999165535,
	min_jitter = 0,
	max_jitter = 0.81000000238419,
	avg_jitter = 0.012000001966953,
	connection_uptime = 31252,
	serialization_version = 29,
	patch = 1,
	protocol_version = 41,
	lang_code = "",
	major = 5,
	version_string = "5.6.1",
	minor = 6,
	state = "Active",
	max_rtt = 0.84500002861023,
	formspec_version = 6
}

Player meta:

{
	fields = {
		yl_church = "return {[\"last_death\"] = {[\"z\"] = 10526, [\"x\"] = 6657, [\"y\"] = 11}, [\"last_death_portal\"] = 1685005148, [\"last_heal\"] = 1673875344}",
		jointime = "1621787993",
		punch_count = "259220",
		played_time = "6392370",
		["ambience.svol"] = "0.1",
		placed_nodes = "521649",
		died = "48",
		crafted = "482249",
		["ocean_build.last_warning"] = "1.66672e+09",
		["petz:werewolf_vignette_id"] = "19",
		["3d_armor_inventory"] = "return {\"3d_armor:helmet_nether 1 7060\", \"3d_armor:chestplate_nether 1 14120\", \"3d_armor:leggings_nether 1 14120\", \"shields:shield_nether 1 14120\", \"nether_mobs:dragon_boots 1 7060\", \"\"}",
		xp = "2658356",
		arenalib_infobox_arenaID = "0",
		["petz:werewolf"] = "0",
		yl_commons_player_created = "1621787993",
		repellant = "0",
		xp_redo_hud_color = "0x99ffff",
		digged_nodes = "1769220",
		partychat = "main",
		["petz:old_override_table"] = "return {[\"new_move\"] = true, [\"jump\"] = 1.5, [\"gravity\"] = 1, [\"sneak_glitch\"] = false, [\"speed\"] = 2, [\"sneak\"] = true}",
		["signslib:pos"] = "(-1549,155,-3510)",
		yl_commons_thankyou = "244",
		["stamina:level"] = "18",
		bitten = "0",
		["ocean_build.ocean_built"] = "8",
		["petz:werewolf_clan_idx"] = "4",
		["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\"}",
		hud_state = "on",
		yl_commons_player_joined = "1687515331",
		["stamina:poisoned"] = "no",
		inflicted_damage = "5643708",
		["stamina:exhaustion"] = "16",
		["petz:lycanthropy"] = "0"
	}
}

Log identifier


[MOD] yl_report log identifier = lIZuigJyohVEezJG1ZMhSQECXxJQIo86

Profiler save:

profile-20230623T185547.json_prettyEE

Status:

# Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 10d 3h 52min 47s | max lag: 0.956s | clients (26/52): 473, aaaaaaaaaaaaaaa, afonsan, AliasAlreadyTaken, Bailiff, BenOnly, betzi, bizon, Boot, CatLInA31, Chache, flux, hfkjghcjhgc, HorusDamocles, JeCel, laira, MineWorlds, mrminer, Murmel, Nodes, Oakenshield, Rubodyke, Service, shanish2, Traube, Xarix

Teleport command:

/teleport xyz 6492 3 10256

Compass command:

/give_compass Construction lIZuigJyohVEezJG1ZMhSQECXxJQIo86 D2691E 6492 3 10256
JeCel reports a bug: > Is there a valid reason for river water behaving differently than default water? In my eyes, the only purpose it serves it's making griefing easier because you can fill things up with it easily, when river water gets "destroyed" somehow. Also, currently filling up an artificial river, and if that won't kill my mouse, I don't know what will. Player position: ``` { z = 10255.71875, x = 6492.3520507813, y = 2.5 } ``` Player look: ``` { z = 0.92542135715485, x = -0.067795351147652, y = -0.37282583117485 } ``` Player information: ``` { ip_version = 6, min_rtt = 0.027000000700355, avg_rtt = 0.028999999165535, min_jitter = 0, max_jitter = 0.81000000238419, avg_jitter = 0.012000001966953, connection_uptime = 31252, serialization_version = 29, patch = 1, protocol_version = 41, lang_code = "", major = 5, version_string = "5.6.1", minor = 6, state = "Active", max_rtt = 0.84500002861023, formspec_version = 6 } ``` Player meta: ``` { fields = { yl_church = "return {[\"last_death\"] = {[\"z\"] = 10526, [\"x\"] = 6657, [\"y\"] = 11}, [\"last_death_portal\"] = 1685005148, [\"last_heal\"] = 1673875344}", jointime = "1621787993", punch_count = "259220", played_time = "6392370", ["ambience.svol"] = "0.1", placed_nodes = "521649", died = "48", crafted = "482249", ["ocean_build.last_warning"] = "1.66672e+09", ["petz:werewolf_vignette_id"] = "19", ["3d_armor_inventory"] = "return {\"3d_armor:helmet_nether 1 7060\", \"3d_armor:chestplate_nether 1 14120\", \"3d_armor:leggings_nether 1 14120\", \"shields:shield_nether 1 14120\", \"nether_mobs:dragon_boots 1 7060\", \"\"}", xp = "2658356", arenalib_infobox_arenaID = "0", ["petz:werewolf"] = "0", yl_commons_player_created = "1621787993", repellant = "0", xp_redo_hud_color = "0x99ffff", digged_nodes = "1769220", partychat = "main", ["petz:old_override_table"] = "return {[\"new_move\"] = true, [\"jump\"] = 1.5, [\"gravity\"] = 1, [\"sneak_glitch\"] = false, [\"speed\"] = 2, [\"sneak\"] = true}", ["signslib:pos"] = "(-1549,155,-3510)", yl_commons_thankyou = "244", ["stamina:level"] = "18", bitten = "0", ["ocean_build.ocean_built"] = "8", ["petz:werewolf_clan_idx"] = "4", ["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\"}", hud_state = "on", yl_commons_player_joined = "1687515331", ["stamina:poisoned"] = "no", inflicted_damage = "5643708", ["stamina:exhaustion"] = "16", ["petz:lycanthropy"] = "0" } } ``` Log identifier ``` [MOD] yl_report log identifier = lIZuigJyohVEezJG1ZMhSQECXxJQIo86 ``` Profiler save: ``` profile-20230623T185547.json_prettyEE ``` Status: ``` # Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 10d 3h 52min 47s | max lag: 0.956s | clients (26/52): 473, aaaaaaaaaaaaaaa, afonsan, AliasAlreadyTaken, Bailiff, BenOnly, betzi, bizon, Boot, CatLInA31, Chache, flux, hfkjghcjhgc, HorusDamocles, JeCel, laira, MineWorlds, mrminer, Murmel, Nodes, Oakenshield, Rubodyke, Service, shanish2, Traube, Xarix ``` Teleport command: ``` /teleport xyz 6492 3 10256 ``` Compass command: ``` /give_compass Construction lIZuigJyohVEezJG1ZMhSQECXxJQIo86 D2691E 6492 3 10256 ```
AliasAlreadyTaken was assigned by yourland-report 2023-06-23 18:55:47 +00:00
flux added the
1. kind/documentation
label 2023-06-23 22:14:56 +00:00
Member

river water exists because normal water lead to massive problems when used in rivers w/ the valleys mapgen - it would spill out of the rivers and flow all over the landscape.

as someone who's manually filled in rivers before, i do know how tedious it is.

river water exists because normal water lead to massive problems when used in rivers w/ the valleys mapgen - it would spill out of the rivers and flow all over the landscape. as someone who's manually filled in rivers before, i do know how tedious it is.

The balancing part is that "fresh" water is much more precious than the limitless ocean water, but it never was properly enforced. Else watering fields or using it in food must be restricted to fresh water exclusively.

Still, without water blocks targetable, filling in larger bodies of fresh water is much more tedious than necessary - even spilling ocean water into some pool is meh.

The balancing part is that "fresh" water is much more precious than the limitless ocean water, but it never was properly enforced. Else watering fields or using it in food must be restricted to fresh water exclusively. Still, without water blocks targetable, filling in larger bodies of fresh water is much more tedious than necessary - even spilling ocean water into some pool is meh.

The balancing part is that "fresh" water is much more precious than the limitless ocean water, but it never was properly enforced. Else watering fields or using it in food must be restricted to fresh water exclusively.

"Ocean" water is still water .... could be ocean, could be lake.

The biggest difference with river/normal water is that normal water is renewable and river is not, not distinction of salt/fresh.

Still, without water blocks targetable, filling in larger bodies of fresh water is much more tedious than necessary - even spilling ocean water into some pool is meh.

Spilling normal water in pool needs just to fill a diagonal, rest will flow in automatically by itself.

Not sure if there is better way to fill a river with river water. Worldedit is reserved for staff, some digtron-like machinery probably would not be suitable for the task even if it would be available (river is not flowing in a line) .... perhaps use some client side mod? Although I am not familiar with them, so I can't say whether they'll help with the task or whether they are allowed here at all ...

> The balancing part is that "fresh" water is much more precious than the limitless ocean water, but it never was properly enforced. Else watering fields or using it in food must be restricted to fresh water exclusively. "Ocean" water is still water .... could be ocean, could be lake. The biggest difference with river/normal water is that normal water is renewable and river is not, not distinction of salt/fresh. > Still, without water blocks targetable, filling in larger bodies of fresh water is much more tedious than necessary - even spilling ocean water into some pool is meh. Spilling normal water in pool needs just to fill a diagonal, rest will flow in automatically by itself. Not sure if there is better way to fill a river with river water. Worldedit is reserved for staff, some digtron-like machinery probably would not be suitable for the task even if it would be available (river is not flowing in a line) .... perhaps use some client side mod? Although I am not familiar with them, so I can't say whether they'll help with the task or whether they are allowed here at all ...
Member

The biggest difference with river/normal water is that normal water is renewable and river is not

river water is renewable too

> The biggest difference with river/normal water is that normal water is renewable and river is not river water is renewable too
Member

river water is renewable too

if others don't know, see https://wiki.minetest.net/River_Water

> river water is renewable too if others don't know, see https://wiki.minetest.net/River_Water

river water is renewable too

if others don't know, see https://wiki.minetest.net/River_Water

Does that work? I tried that once, but it didn't.

> > river water is renewable too > > if others don't know, see https://wiki.minetest.net/River_Water Does that work? I tried that once, but it didn't.
AliasAlreadyTaken added the
4. step/needs confirmation
label 2023-06-25 01:31:43 +00:00
Member

river water is renewable too

if others don't know, see https://wiki.minetest.net/River_Water

Does that work? I tried that once, but it didn't.

i've never had an issue w/ the mechanic described there. if there's two river water sources next to each other, you can use a bucket on either to get a bucket of river water, without removing the node in the world.

> > > river water is renewable too > > > > if others don't know, see https://wiki.minetest.net/River_Water > > Does that work? I tried that once, but it didn't. i've never had an issue w/ the mechanic described there. if there's two river water sources next to each other, you can use a bucket on either to get a bucket of river water, without removing the node in the world.

This actually works, but it shouldn't. If that works, how do you remove river water via bucket?

This actually works, but it shouldn't. If that works, how do you remove river water via bucket?
Member

This actually works, but it shouldn't. If that works, how do you remove river water via bucket?

you can only remove river water via bucket if it isn't adjacent to other river water. imo there's not much of an issue here, it's roughly equivalent to letting "sea" water reflow to create an infinite supply.

> This actually works, but it shouldn't. If that works, how do you remove river water via bucket? you can only remove river water via bucket if it isn't adjacent to other river water. imo there's not much of an issue here, it's roughly equivalent to letting "sea" water reflow to create an infinite supply.

Mildly off-topic there is cottages:water_gen to give us bucket:bucket_river_water from bucket:bucket_empty but I have not seen any method to obtain default:river_water_source needed to craft default:wet_ice; whereas caverealms:thin_ice crafts readily into default:water_source. Does there need to be a way to harvest default:river_water_source ?

Mildly off-topic there is `cottages:water_gen` to give us `bucket:bucket_river_water` from `bucket:bucket_empty` but I have not seen any method to obtain `default:river_water_source` needed to craft `default:wet_ice`; whereas `caverealms:thin_ice` crafts readily into `default:water_source`. Does there need to be a way to harvest `default:river_water_source` ?
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Reference: your-land/bugtracker#4828
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