Sokomine reports: jail and ban banshees for chea ... #5238

Closed
opened 2023-09-05 20:00:41 +00:00 by yourland-report · 17 comments

Sokomine reports a bug:

jail and ban banshees for cheating

Player position:

{
	x = 3105.1159667969,
	y = 25.5,
	z = 4551.9599609375
}

Player look:

{
	x = -0.95071059465408,
	y = -0.30053931474686,
	z = -0.076324701309204
}

Player information:

{
	minor = 8,
	version_string = "5.8.0-dev-0cbf96cc8-dirty",
	protocol_version = 42,
	state = "Active",
	major = 5,
	ip_version = 6,
	connection_uptime = 1603,
	max_rtt = 5.0079998970032,
	formspec_version = 6,
	min_rtt = 0.01799999922514,
	avg_rtt = 0.018999999389052,
	min_jitter = 0,
	max_jitter = 4.8020000457764,
	avg_jitter = 0.0010000001639128,
	lang_code = "",
	serialization_version = 29,
	patch = 0
}

Player meta:

{
	fields = {
		punch_count = "287118",
		inflicted_damage = "6026358",
		yl_commons_player_created = "1617905120",
		yl_commons_player_joined = "1693942462",
		placed_nodes = "331953",
		["stamina:level"] = "12",
		crafted = "611290",
		["ethereal:fly_timer"] = "-99",
		yl_commons_thankyou = "475",
		repellant = "0",
		["signslib:pos"] = "(3366,28,-51)",
		bitten = "0",
		yl_church = "return {[\"last_heal\"] = 1690022726, [\"last_death\"] = {[\"x\"] = 3959, [\"y\"] = 30, [\"z\"] = 1520}, [\"last_death_portal\"] = 1688337836}",
		["petz:werewolf_clan_idx"] = "1",
		digged_nodes = "1956187",
		partychat = "main",
		["ocean_build.last_warning"] = "1.65032e+09",
		["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"water_life:croc_bag\"}",
		["ocean_build.ocean_built"] = "5",
		arenalib_infobox_arenaID = "0",
		jointime = "1617905120",
		played_time = "14924870",
		["petz:werewolf"] = "0",
		died = "46",
		["petz:lycanthropy"] = "1",
		xp = "2218952",
		hud_state = "on",
		["stamina:exhaustion"] = "120",
		["3d_armor_inventory"] = "return {\"\", \"3d_armor:helmet_rainbow 1 920\", \"shields:shield_rainbow 1 920\", \"3d_armor:chestplate_rainbow 1 920\", \"3d_armor:boots_crystal 1 2240\", \"3d_armor:leggings_rainbow 1 920\"}",
		["stamina:poisoned"] = "no"
	}
}

Log identifier


[MOD] yl_report log identifier = jobistTPGeuwQgAvU5S35uPe9UD0JVJz

Profiler save:

profile-20230905T200041.json_prettyEE

Status:

# Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 1d 16h 16min 40s | max lag: 0.706s | clients (22/52): 473, ALCOHOL3, AliasAlreadyTaken, Bishiro, daydream, elelelelel2010, Ernesto, Glacierville, Heron, j0e_it, jukeri, kingtux, Mekanik, MineWorlds, Murmel, nazthelizard122, poppyasdan, Ravise, Service, shanish2, Sokomine, Sysmatic

Teleport command:

/teleport xyz 3105 26 4552

Compass command:

/give_compass Construction jobistTPGeuwQgAvU5S35uPe9UD0JVJz D2691E 3105 26 4552
Sokomine reports a bug: > jail and ban banshees for cheating Player position: ``` { x = 3105.1159667969, y = 25.5, z = 4551.9599609375 } ``` Player look: ``` { x = -0.95071059465408, y = -0.30053931474686, z = -0.076324701309204 } ``` Player information: ``` { minor = 8, version_string = "5.8.0-dev-0cbf96cc8-dirty", protocol_version = 42, state = "Active", major = 5, ip_version = 6, connection_uptime = 1603, max_rtt = 5.0079998970032, formspec_version = 6, min_rtt = 0.01799999922514, avg_rtt = 0.018999999389052, min_jitter = 0, max_jitter = 4.8020000457764, avg_jitter = 0.0010000001639128, lang_code = "", serialization_version = 29, patch = 0 } ``` Player meta: ``` { fields = { punch_count = "287118", inflicted_damage = "6026358", yl_commons_player_created = "1617905120", yl_commons_player_joined = "1693942462", placed_nodes = "331953", ["stamina:level"] = "12", crafted = "611290", ["ethereal:fly_timer"] = "-99", yl_commons_thankyou = "475", repellant = "0", ["signslib:pos"] = "(3366,28,-51)", bitten = "0", yl_church = "return {[\"last_heal\"] = 1690022726, [\"last_death\"] = {[\"x\"] = 3959, [\"y\"] = 30, [\"z\"] = 1520}, [\"last_death_portal\"] = 1688337836}", ["petz:werewolf_clan_idx"] = "1", digged_nodes = "1956187", partychat = "main", ["ocean_build.last_warning"] = "1.65032e+09", ["unified_inventory:bags"] = "return {\"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"unified_inventory:bag_large\", \"water_life:croc_bag\"}", ["ocean_build.ocean_built"] = "5", arenalib_infobox_arenaID = "0", jointime = "1617905120", played_time = "14924870", ["petz:werewolf"] = "0", died = "46", ["petz:lycanthropy"] = "1", xp = "2218952", hud_state = "on", ["stamina:exhaustion"] = "120", ["3d_armor_inventory"] = "return {\"\", \"3d_armor:helmet_rainbow 1 920\", \"shields:shield_rainbow 1 920\", \"3d_armor:chestplate_rainbow 1 920\", \"3d_armor:boots_crystal 1 2240\", \"3d_armor:leggings_rainbow 1 920\"}", ["stamina:poisoned"] = "no" } } ``` Log identifier ``` [MOD] yl_report log identifier = jobistTPGeuwQgAvU5S35uPe9UD0JVJz ``` Profiler save: ``` profile-20230905T200041.json_prettyEE ``` Status: ``` # Server: version: 5.7.0-yl-thx-tmm | game: Minetest Game | uptime: 1d 16h 16min 40s | max lag: 0.706s | clients (22/52): 473, ALCOHOL3, AliasAlreadyTaken, Bishiro, daydream, elelelelel2010, Ernesto, Glacierville, Heron, j0e_it, jukeri, kingtux, Mekanik, MineWorlds, Murmel, nazthelizard122, poppyasdan, Ravise, Service, shanish2, Sokomine, Sysmatic ``` Teleport command: ``` /teleport xyz 3105 26 4552 ``` Compass command: ``` /give_compass Construction jobistTPGeuwQgAvU5S35uPe9UD0JVJz D2691E 3105 26 4552 ```
AliasAlreadyTaken was assigned by yourland-report 2023-09-05 20:00:41 +00:00
Member

Thank you, Soko, for cheering me up a bit.

Until now, I firmly assumed that Banshees would appear exclusively on old bones. Otherwise, would I have fought and guarded other players bones in countless battles against Voice so that they could return to their bones? That seems to have been pretty stupid with today's experience. Would a rational player ever return to his bones at night just to help his comrades in battle?

Thank you, Soko, for cheering me up a bit. Until now, I firmly assumed that Banshees would appear exclusively on old bones. Otherwise, would I have fought and guarded other players bones in countless battles against Voice so that they could return to their bones? That seems to have been pretty stupid with today's experience. Would a rational player ever return to his bones at night just to help his comrades in battle?

Banshees are currently a bit unfair. Let's change them like so:

  1. Banshees must not spawn in range of their ranged attack. Currently they do and immediately kill.
  2. Before they attack, they must warn the player and scream. Then kill. Currently they immediately kill without warning.
  3. Banshees must only spawn on "old" player bones. Not fresh player bones, not placed bones. Currently they spawn on ANY bones:bones block
Banshees are currently a bit unfair. Let's change them like so: 1. Banshees must not spawn in range of their ranged attack. Currently they do and immediately kill. 2. Before they attack, they must warn the player and scream. Then kill. Currently they immediately kill without warning. 3. Banshees must only spawn on "old" player bones. Not fresh player bones, not placed bones. Currently they spawn on ANY bones:bones block
AliasAlreadyTaken added the
1. kind/enhancement
1. kind/balancing
labels 2023-09-05 21:18:22 +00:00
Member

I still heard them screaming. But then I was immediately dead, about 15 blocks away from Prismatim's bones.

I still heard them screaming. But then I was immediately dead, about 15 blocks away from Prismatim's bones.

So if somebody would put bone blocks in their own plot in haven, the city would become much more dangerous?

So if somebody would put bone blocks in their own plot in haven, the city would become much more dangerous?

So if somebody would put bone blocks in their own plot in haven, the city would become much more dangerous?

Yes, you'd have to open the area of the block to get them to spawn though

> So if somebody would put bone blocks in their own plot in haven, the city would become much more dangerous? Yes, you'd have to open the area of the block to get them to spawn though
Member

The public farm is open, and players die there now and then. It's probably unlikely that banshees would appear there - but apparently they could. Which would be very bad.

With all the proof of cheating Alias found, I'd still say: Jail banshees until they learn how to behave!

The public farm is open, and players die there now and then. It's probably unlikely that banshees would appear there - but apparently they could. Which would be very bad. With all the proof of cheating Alias found, I'd still say: Jail banshees until they learn how to behave!

My first death was due to a banshee in the public tree farm and that wasn't a pleasant experience. Maybe it should be possible to declare banshee free areas? That could be a property only staff can apply, just to avoid banshee spawns in the spawn area.

My first death was due to a banshee in the public tree farm and that wasn't a pleasant experience. Maybe it should be possible to declare banshee free areas? That could be a property only staff can apply, just to avoid banshee spawns in the spawn area.

This. I know the banshees are basically meant to be a way to screw with players who constantly die like say in the nether, but I've had many fears with this system, with JeCel's example being my primary issue (what if you could just set up bones in such a way that a banshee spawns in like haven? )

I think the certain areas should have banshee spawning impossible by default, like say the city areas of major settlements or during ongoing voice fights.

This. I know the banshees are basically meant to be a way to screw with players who constantly die like say in the nether, but I've had many fears with this system, with JeCel's example being my primary issue (what if you could just set up bones in such a way that a banshee spawns in like haven? ) I think the certain areas should have banshee spawning impossible by default, like say the city areas of major settlements or during ongoing voice fights.

I never understood why hostile mobs are allowed to spawn on protected open areas, in the first place.

A simple public farm becomes a haven (pun intended) for mimes and tree monsters.

I'm guessing there must be some good reason why it's like that, but I cannot think of any.

I say if an area is protected then no mobs spawn, no matter whether open or not.

I never understood why hostile mobs are allowed to spawn on protected open areas, in the first place. A simple public farm becomes a haven (pun intended) for mimes and tree monsters. I'm guessing there must be some good reason why it's like that, but I cannot think of any. I say if an area is protected then no mobs spawn, no matter whether open or not.
Member

They may not be able to distinguish between unprotected and open areas...

Anyway: Banshees are not only a problem in the public farm. Jail them!

They may not be able to distinguish between unprotected and open areas... Anyway: Banshees are not only a problem in the public farm. Jail them!
Member

Banshees are currently a bit unfair. Let's change them like so:

  1. Banshees must not spawn in range of their ranged attack. Currently they do and immediately kill.
  2. Before they attack, they must warn the player and scream. Then kill. Currently they immediately kill without warning.
  3. Banshees must only spawn on "old" player bones. Not fresh player bones, not placed bones. Currently they spawn on ANY bones:bones block

i've pushed a change which implements 1 and 3: d737868704

#2 is trickier and will probably require rewriting the banshee's attack entirely instead of making use of mobs_redo's built-in functionality.

i also need to make sure this code is part of yl_spawnit for whenever that gets deployed.

> Banshees are currently a bit unfair. Let's change them like so: > > 1. Banshees must not spawn in range of their ranged attack. Currently they do and immediately kill. > 2. Before they attack, they must warn the player and scream. Then kill. Currently they immediately kill without warning. > 3. Banshees must only spawn on "old" player bones. Not fresh player bones, not placed bones. Currently they spawn on ANY bones:bones block i've pushed a change which implements 1 and 3: https://gitea.your-land.de/your-land/mobs_banshee/commit/d7378687049d5830fa951ecfafb82e6f0814545c #2 is trickier and will probably require rewriting the banshee's attack entirely instead of making use of mobs_redo's built-in functionality. i also need to make sure this code is part of yl_spawnit for whenever that gets deployed.

normally I would jokingly suggest an option 4 which is to hug the banshee before it manages to grab you but I see players haven't had much luck with that

normally I would jokingly suggest an option 4 which is to hug the banshee before it manages to grab you but I see players haven't had much luck with that
Member

banshees will now give a player a 10 second warning before killing them. note that this does not reset if the player dies and returns to the area, if the banshee hasn't targeted someone/something else (a banshee wiped the floor with a mime that attacked it in my tests).

a282125f10

banshees will now give a player a 10 second warning before killing them. note that this does *not* reset if the player dies and returns to the area, if the banshee hasn't targeted someone/something else (a banshee wiped the floor with a mime that attacked it in my tests). https://gitea.your-land.de/your-land/mobs_banshee/commit/a282125f10aae75e8dfa027fad520813f322c8fe
Member

for reference, the issue about keeping monsters from spawning in open areas in haven (or elsewhere) is #4581

for reference, the issue about keeping monsters from spawning in open areas in haven (or elsewhere) is #4581
AliasAlreadyTaken added this to the 1.1.122 milestone 2023-10-31 04:17:41 +00:00

QA

I assume banshee spawnit overrides the linked banshee spawning code in the mobs_banshee mod?

2023-12-04 15:44:07: ACTION[Server]: [mobs_banshee] can't spawn on player-placed bones
2023-12-04 15:53:55: ACTION[Server]: [mobs_banshee] can't spawn on fresh bones
2023-12-04 00:34:28: ACTION[Server]: [mobs_banshee] can't spawn because players are too close
2023-12-04 17:39:50: ACTION[Server]: [mobs_banshee] spawning @ (3642,36,1481)

Also no spawn in areas, since it's a dangerous mob and I got a warning before it killed me. Apparently works.

Nice!

QA I assume banshee spawnit overrides the linked banshee spawning code in the mobs_banshee mod? 2023-12-04 15:44:07: ACTION[Server]: [mobs_banshee] can't spawn on player-placed bones 2023-12-04 15:53:55: ACTION[Server]: [mobs_banshee] can't spawn on fresh bones 2023-12-04 00:34:28: ACTION[Server]: [mobs_banshee] can't spawn because players are too close 2023-12-04 17:39:50: ACTION[Server]: [mobs_banshee] spawning @ (3642,36,1481) Also no spawn in areas, since it's a dangerous mob and I got a warning before it killed me. Apparently works. Nice!
AliasAlreadyTaken added the
4. step/ready to QA test
ugh/QA OK
labels 2023-12-04 18:05:28 +00:00
Member

I assume banshee spawnit overrides the linked banshee spawning code in the mobs_banshee mod?

yes, but it does a similar check: https://gitea.your-land.de/flux/yl_spawnit/src/branch/main/mobs_banshee.lua

it's a pretty good example of how to add custom conditions to mob spawning in spawnit.

> I assume banshee spawnit overrides the linked banshee spawning code in the mobs_banshee mod? yes, but it does a similar check: https://gitea.your-land.de/flux/yl_spawnit/src/branch/main/mobs_banshee.lua it's a pretty good example of how to add custom conditions to mob spawning in spawnit.
flux added
5. result/fixed
and removed
4. step/ready to QA test
labels 2023-12-17 23:34:33 +00:00
AliasAlreadyTaken was unassigned by flux 2023-12-17 23:34:36 +00:00
Member

assuming this is live

assuming this is live
flux closed this issue 2023-12-17 23:34:43 +00:00
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Reference: your-land/bugtracker#5238
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