Leads disappear mysteriously #5361

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opened 2023-10-09 18:47:22 +00:00 by Chache · 11 comments

Some leads from the Leads mod seem to disappear after some time. However, the graphic indicating the fence post they are tied to stays.

See screenshot below: The three masts of ship "N-1 Libertad" (the one covering the ferry route Haven-Puerto del Sol) are connected with leads on their upper part. The main mast (in the foreground of the picture) should display one lead connecting to the foremast (in the background) and another connecting to the mizzen mast (where the picture was taken from). None of them are to be seen, but the "tied rope" graphic can still be seen on the main mast (indicated by the white arrow).

I've noticed that in other ships as well. Let me know if anyone else has noticed this too.

Some leads from the Leads mod seem to disappear after some time. However, the graphic indicating the fence post they are tied to stays. See screenshot below: The three masts of ship "N-1 Libertad" (the one covering the ferry route Haven-Puerto del Sol) are connected with leads on their upper part. The main mast (in the foreground of the picture) should display one lead connecting to the foremast (in the background) and another connecting to the mizzen mast (where the picture was taken from). None of them are to be seen, but the "tied rope" graphic can still be seen on the main mast (indicated by the white arrow). I've noticed that in other ships as well. Let me know if anyone else has noticed this too.
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Oh thx Chache for reminder. I had my biome cows conneted with leads on a fence post. Some days later the cows were running free again. I did not write a bug immediately cuz I first wanted to ask Tute if shee freed the cows. She did not, but I forgot to write a bug report.
On my fence poles no tied rope is visible.
I'll do some tests later and report further details if any.

Oh thx Chache for reminder. I had my biome cows conneted with leads on a fence post. Some days later the cows were running free again. I did not write a bug immediately cuz I first wanted to ask Tute if shee freed the cows. She did not, but I forgot to write a bug report. On my fence poles no tied rope is visible. I'll do some tests later and report further details if any.
AliasAlreadyTaken added the
1. kind/bug
3. source/mod upstream
labels 2023-10-10 22:24:21 +00:00

Unfortunately upstream doesn't have a bugtracker

Unfortunately upstream doesn't have a bugtracker
Author

I've discovered something: rather than disappearing, the leads appear linked between two fence posts that are wrong (that is: they're not the two I tied the rope to). They become thus duplicate of another existing lead. But if you would remove the lead (by left-clicking) you get all the leads pointing to you and can re-connect them by right-clicking the adequate post (although this becomes like the mythological tale of Sisyphus because sooner or later the leads are going to go wrong again...)

The two screenshots attached were taken 19 minutes apart. I touched nothing in between.

I've discovered something: rather than disappearing, the leads appear linked between two fence posts that are *wrong* (that is: they're not the two I tied the rope to). They become thus duplicate of another existing lead. But if you would remove the lead (by left-clicking) you get all the leads pointing to you and can re-connect them by right-clicking the adequate post (although this becomes like the mythological tale of Sisyphus because sooner or later the leads are going to go wrong again...) The two screenshots attached were taken 19 minutes apart. I touched nothing in between.
Member

probably related: #5300

probably related: #5300
Member

oh, whosit apparently discovered the cause for this somewhat: #4947 (comment)

oh, whosit apparently discovered the cause for this somewhat: https://gitea.your-land.de/your-land/bugtracker/issues/4947#issuecomment-57315
Member

closing this as a dupe of #5300.

closing this as a dupe of #5300.
flux closed this issue 2023-11-09 22:46:40 +00:00
Member

I don't think this can be related to on_place or on_secondary_use, since this is about attached leads disappearing after some time.
And there is no other issue about this, so I'll reopen this one.

I also found another example of this in PdS, there are multiple fishing boats, but only one has lead missing, and it's this one:
Screenshot 2024-02-25 003135

notice the mapblock border again...

I don't think this can be related to `on_place` or `on_secondary_use`, since this is about attached leads disappearing after some time. And there is no other issue about this, so I'll reopen this one. I also found another example of this in PdS, there are multiple fishing boats, but only one has lead missing, and it's this one: ![Screenshot 2024-02-25 003135](/attachments/4b305c36-01ff-4dc3-b4d6-0b9bdfb56188) notice the mapblock border again...
whosit reopened this issue 2024-02-24 21:42:03 +00:00
Member

oh, i guess there was no actual issue about leads disappearing when straddling multiple mapblocks, it was just discussion. that other issue is clearly not the same thing.

oh, i guess there was no actual issue about leads disappearing when straddling multiple mapblocks, it was just discussion. that other issue is clearly not the same thing.

The maintainer says "Consider installing Object UUIDs to prevent leads from disconnecting from mobs when unloaded.", maybe we should try that. Do we have a 100% repro?

The maintainer says "Consider installing Object UUIDs to prevent leads from disconnecting from mobs when unloaded.", maybe we should try that. Do we have a 100% repro?
Member

The maintainer says "Consider installing Object UUIDs to prevent leads from disconnecting from mobs when unloaded.", maybe we should try that. Do we have a 100% repro?

But it would only solve mobs problem, not static builds..

And unreliable repro is: make a bunch of leads crossing mapblock and load/unload area couple of times.

> The maintainer says "Consider installing Object UUIDs to prevent leads from disconnecting from mobs when unloaded.", maybe we should try that. Do we have a 100% repro? But it would only solve mobs problem, not static builds.. And unreliable repro is: make a bunch of leads crossing mapblock and load/unload area couple of times.
Member

The maintainer says "Consider installing Object UUIDs

i'd rather not, persistent object UUIDs are coming to the engine probably sooner than later, if we installed that, we'd end up with two different UUIDs, leading to confusion... https://github.com/minetest/minetest/pull/14135

> The maintainer says "Consider installing Object UUIDs i'd rather not, persistent object UUIDs are coming to the engine probably sooner than later, if we installed that, we'd end up with two different UUIDs, leading to confusion... https://github.com/minetest/minetest/pull/14135
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Reference: your-land/bugtracker#5361
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