DezS4125 reports: cows dying because of torches ... #5424
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Reference: your-land/bugtracker#5424
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DezS4125 reports a bug:
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We need to add torches to "blocks" the normal mobs try to avoid
I can try to work on this but im not entirely sure what I should be looking for so I can add torches to the list
How about you put torches up higher so they can't get burned on them?
someone should also make it where miocene avoid torches too. after all, a few miocene have already died due to torches in the first wave of new quests.
Mobs have a "avoid this block" mechanic. You could write a loop that targets all mobs_redo mobs and adds this block to the blocks to be avoided. Make sure not to overwrite existing avoidblocks:
https://codeberg.org/tenplus1/mobs_redo/src/branch/master/api.txt#L156
if you were trying to indicate the
runaway_from
parameter, that won't work - it only works for entities and players. instead you have to overridemobs:is_node_dangerous(mob_object, nodename)
9e27f45663/api.txt (L765-L768)
Documentation says it can also have nodes to run away from. Does that not work?
oh somehow i didn't see the word "nodes" in there despite reading it several times. probably because my brain filtered it out due to the typo.
i implemented this before i remembered we'd marked it as "good first issue".
fde9ac9ddb
it works ok, but the cows and other things certainly get confused if there's a lot of torches in the area, and lag makes it unreliable (though there isn't really a good solution for that due to limitations of mobs).
QA
Flower cows do not run away, most hostile mobs don't either. We can't add a cost to a field for hostile mobs, right?
Maybe we should also make Miocene, Balrogs and dragons not take damage from fire.
those are already immune, i'll add to the avoid lists of the other non-hostile mobs and dragons
added flower and biome cows:
7f0d41cd24
dragons and mios are already immune to fire damage, though i'm not certain if they're immune to fire-based node damage...
experiments show they are not
because torches are not in the "fire" group. neither is lava, fire flowers, . i'm wondering if the best way to solve this is to just add things to that group in integration, or suggest to Tenplus1 to change the logic... probably i'll opt for the former, i'm not sure what the best logic change would be.
added a bunch of relevant things to the fire group:
b8e253cf6c
bba4022e4c
0534ec55ed
this will prevent fire-proof mobs like nether dragon and mios from taking node damage from these nodes.
QA
Appears to be working. I only took reasonable random samples.
this is live. note that cows can still run over torches and burn to death, mostly due to lag.