daydream QA on test: waterlive sea urchin appears t ... #5682
Labels
No Label
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
source/testserver
ugh/petz
ugh/QA main
ugh/QA NOK
ugh/QA OK
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: your-land/bugtracker#5682
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
daydream reports a bug:
coral fish are spawning around like blue or green corals that look like grasses but not on the orange and black (their old spawn item) that looks more like just solid block.
coral fish are not spawning at all in protected area even with spawnit = true as seen in area #6122
Player position:
Player look:
Player information:
Player meta:
Log identifier
Profiler save:
Status:
Teleport command:
Compass command:
daydream reports: waterlive sea urchin appears t ...to daydream QA on test: waterlive sea urchin appears t ...i'll look into this. i do remember noticing the urchin thing actually, but i forgot to make a note of it and it got lost in the sea of bugs.
might be because they were spawning in water that was too cold? fixed that:
0f69b259fa
they should spawn near any coral or kelp... setting up a big hunk of just brown (horn) coral to see what happens
ah, i didn't update the spawn rules after we switched to "disable spawn in protected areas by default". fixed in
7f55caad00
apparently that doesn't fix it - water_life apparently computes its own temperature? i'll have to reverse engineer that...
1b8031e479/api.lua (L90)
:\
fixed the temperature logic for urchins:
ce9efc458a
confirmed that coralfish do spawn near full-node brown coral, writing this off to probably a fluke of statistics
mostly, the testing on this one, is whether non-hostile animals can spawn in protection areas that are spawnit-enabled.
sea urchins should be spawning in "hot" oceans (IRL sea urchins have no such restriction...)
this is near haven:

Tysm flux <3
QA
Sounds like a classis imperial/ metric issues. Those still die when placed in water:
We'll probably have to see whether it works on main or fix in a future update
yeah, that is also unfortunately true. they will also die if they manage to snail-crawl into an area that's too cold for them.
verified that urchins spawn in suitable areas