JeCel reports: Could we have the ironbound ch ... #5021
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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#5021
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JeCel reports a bug:
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
out of the box, this seems to override something in darkage. someone needs to verify that this won't mess w/ anyone's build:
ad5e8878c8/crate.lua (L1C1-L1C71)
Except the nice exterior, does this chest bring any further features?
oh i guess cuz it doesn't do a force-alias, the darkage box survives?
i tested this. the crate is basically a default unlocked chest, and the ironbound_chest is basically a default locked chest. they have the same behavior in all respects i tested (who can use them in unprotected areas, who can use them in protected areas, interaction w/ the protection_bypass priv).
no recipe conflicts.
i see no downside of installing this mod, other than the node limit, and this is just 2 nodes.
Two node definitions isn't much, but wouldn't that duplicate exact behaviour of already existing things?
the goal is decoration, so i don't think so?