Unfishable fish in Ethereal #5752

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opened 2023-12-19 20:01:37 +00:00 by Chache · 14 comments

At the beginning of the code file for fishing in Ethereal (see: [https://github.com/minetest-mirrors/ethereal/blob/master/fishing.lua]) there is a list of fish with the corresponding biome assigned.

That list is missing two of the fish (Neon Tetra and Pacific Mackerel) which means they cannot be fished.

Furthermore, the list has the fish Northern Pike under a biome "Grassy" that seems not to exist, so it cannot be fished either.

The issue can be solved (maybe upstream too?) by inserting the corresponding lines assigning a valid biome to the fish in question, for example:

{"ethereal:fish_pike", "grassland_ocean"},
{"ethereal:fish_tetra", "grayness_ocean"},
{"ethereal:fish_mackerel", "glacier_ocean"},
At the beginning of the code file for fishing in Ethereal (see: [https://github.com/minetest-mirrors/ethereal/blob/master/fishing.lua]) there is a list of fish with the corresponding biome assigned. That list is missing two of the fish (Neon Tetra and Pacific Mackerel) which means they cannot be fished. Furthermore, the list has the fish Northern Pike under a biome "Grassy" that seems not to exist, so it cannot be fished either. The issue can be solved (maybe upstream too?) by inserting the corresponding lines assigning a valid biome to the fish in question, for example: ``` {"ethereal:fish_pike", "grassland_ocean"}, {"ethereal:fish_tetra", "grayness_ocean"}, {"ethereal:fish_mackerel", "glacier_ocean"}, ```

neon tetras can be gotten by chance from hairballs but having them fishable would help

neon tetras can be gotten by chance from hairballs but having them fishable would help
flux added the
1. kind/bug
3. source/mod upstream
labels 2023-12-20 00:04:33 +00:00
Member

So, is there any news? If even I can find this bug in the code without having read this issue first, how can this happen to a professional like TenPlus1 without someone pointing it out to him? But I can't find any of us pointing this out to him either, at least not here:

https://codeberg.org/tenplus1/ethereal/issues

Either sort out the superfluous items, if we are so short with each node, or write the few lines in the code.

So, is there any news? If even I can find this bug in the code without having read this issue first, how can this happen to a professional like TenPlus1 without someone pointing it out to him? But I can't find any of us pointing this out to him either, at least not here: https://codeberg.org/tenplus1/ethereal/issues Either sort out the superfluous items, if we are so short with each node, or write the few lines in the code.
Member

Please note that items are stored as strings and do not use up any IDs like nodes do.

Please note that items are stored as strings and do not use up any IDs like nodes do.
Member

Please note that items are stored as strings and do not use up any IDs like nodes do.

Oh and I understood that to mean that all images of all existing items have to be loaded when logging in. Not right?

> Please note that items are stored as strings and do not use up any IDs like nodes do. Oh and I understood that to mean that all images of all existing items have to be loaded when logging in. Not right?
Member

Please note that items are stored as strings and do not use up any IDs like nodes do.

Oh and I understood that to mean that all images of all existing items have to be loaded when logging in. Not right?

This is correct for the items, afaik, but these images are tiny in size... you probably get more traffic from just signs at spawn.

> > Please note that items are stored as strings and do not use up any IDs like nodes do. > > Oh and I understood that to mean that all images of all existing items have to be loaded when logging in. Not right? This is correct for the items, afaik, but these images are tiny in size... you probably get more traffic from just signs at spawn.
Member

If even I can find this bug in the code without having read this issue first, how can this happen to a professional like TenPlus1 without someone pointing it out to him?

there's only so many hours in the day, i can only do so much. reporting an issue upstream usually means i have to have a concise description of the issue and a way of replicating it. if i'm already head-deep into something complicated (currently, ballistics and y_bows), i don't always want to break my concentration. hence, some things get ignored even if there's an almost trivial fix. it's reasonable to poke us once every few weeks or months if you think it got forgotten. i'm verging on sleep and forgetfulness now, remind me later to poke Tenplus1, if this is important to you.

> If even I can find this bug in the code without having read this issue first, how can this happen to a professional like TenPlus1 without someone pointing it out to him? there's only so many hours in the day, i can only do so much. reporting an issue upstream usually means i have to have a concise description of the issue and a way of replicating it. if i'm already head-deep into something complicated (currently, ballistics and y_bows), i don't always want to break my concentration. hence, some things get ignored even if there's an almost trivial fix. it's reasonable to poke us once every few weeks or months if you think it got forgotten. i'm verging on sleep and forgetfulness now, remind me later to poke Tenplus1, if this is important to you.
Member

Now I only halfway understand the system with the colorful buttons. "3. source/mod upstream" only means that the problem lies with a foreign mod and needs to be fixed there and it doesn't mean that whoever set the button has also reported it there.

Maybe there should be a distinction in the buttons, so that for example I know: "should be reported to other mods, but it hasn't happened yet and if you have time, you should do it". I will then be happy to report such cases, which I have halfway understood myself, where they belong. And I'm sure other players will too.

Now I only halfway understand the system with the colorful buttons. "3. source/mod upstream" only means that the problem lies with a foreign mod and needs to be fixed there and it doesn't mean that whoever set the button has also reported it there. Maybe there should be a distinction in the buttons, so that for example I know: "should be reported to other mods, but it hasn't happened yet and if you have time, you should do it". I will then be happy to report such cases, which I have halfway understood myself, where they belong. And I'm sure other players will too.

If we determine a problem comes from an upstream mod (= issue can be reproduced even without YL), we report it upstream and apply the label.

Sometimes, we apply the label and need to investigate a bit further to make sure we report the smallest possible repro so the upstream modmaker can go to the source of the problem the quickest way. This is basic courtesy among developers and is extended to us as well.

If this investigation is pending on our side, we don't have an issue to link to yet. Means, "should be reported to other mods, but it hasn't happened yet and if you have time, you should do it" hardly ever applies, most often we'll do it when investigation is done.

Sure, if we forget or you have intimate knowledge of the issue and are therefore capable of creating an upstream issue, go ahead. If you do, please link to the upstream issue like so:

upstream isse: http://github.com/......

and place a NONLINKED text in that upstream issue like so:

For my reference 5752

Make sure there is no # in front of the 5752, else it would link into THEIR bugtracker.

If we determine a problem comes from an upstream mod (= issue can be reproduced even without YL), we report it upstream and apply the label. Sometimes, we apply the label and need to investigate a bit further to make sure we report the smallest possible repro so the upstream modmaker can go to the source of the problem the quickest way. This is basic courtesy among developers and is extended to us as well. If this investigation is pending on our side, we don't have an issue to link to yet. Means, "should be reported to other mods, but it hasn't happened yet and if you have time, you should do it" hardly ever applies, most often we'll do it when investigation is done. Sure, if we forget or you have intimate knowledge of the issue and are therefore capable of creating an upstream issue, go ahead. If you do, please link to the upstream issue like so: ``` upstream isse: http://github.com/...... ``` and place a NONLINKED text in that upstream issue like so: ``` For my reference 5752 ``` Make sure there is no # in front of the 5752, else it would link into THEIR bugtracker.
Member
upstream isse: https://codeberg.org/tenplus1/ethereal/issues/4
Boot self-assigned this 2024-01-22 16:18:47 +00:00
Boot added the
4. step/ready to QA test
label 2024-01-22 16:19:37 +00:00
Member

So, have there been any success stories so that I can close this issue? But no angler's jargon, please.

So, have there been any success stories so that I can close this issue? But no angler's jargon, please.
Member

So, have there been any success stories so that I can close this issue? But no angler's jargon, please.

can you provide a list of fish that were formerly un-fishable and the biomes they should appear in? if so i'll grind it out.

> So, have there been any success stories so that I can close this issue? But no angler's jargon, please. can you provide a list of fish that were formerly un-fishable and the biomes they should appear in? if so i'll grind it out.

The Pacific Mackarel was unfishable and will be until the update 1.1.123.

Those who wish to help test this issue: Please join the testserver and go fishing in every biome you can think of

The Pacific Mackarel was unfishable and will be until the update 1.1.123. Those who wish to help test this issue: Please join the testserver and go fishing in every biome you can think of
AliasAlreadyTaken added this to the 1.1.123 milestone 2024-02-16 03:02:08 +00:00

QA

During a test I got all the fish I could look at. If there is still something at odds, we'll find it on main.

QA During a test I got all the fish I could look at. If there is still something at odds, we'll find it on main.
AliasAlreadyTaken added the
ugh/QA main
label 2024-02-16 08:19:57 +00:00
flux added
5. result/fixed
and removed
4. step/ready to QA test
labels 2024-03-29 01:20:19 +00:00
Member

marking as fixed given #5661 and #5716

marking as fixed given #5661 and #5716
flux closed this issue 2024-03-29 01:20:39 +00:00
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Reference: your-land/bugtracker#5752
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