daydream reports: is there a way for the mine cave-in to be less than perfect (already dug into a little bit) ? ... #8272

Closed
opened 2025-03-19 15:27:20 +01:00 by yourland-report · 6 comments

daydream reports a bug:

is there a way for the mine cave-in to be less than perfect (already dug into a little bit) ?

Player position:

{
	z = 1153.4739990234,
	x = 2005.376953125,
	y = 17.930999755859
}

Player look:

{
	z = -0.28174877166748,
	x = 0.89961123466492,
	y = -0.33364233374596
}

Player information:

{
	minor = 10,
	state = "Active",
	avg_rtt = 0.16400000452995,
	protocol_version = 46,
	ip_version = 6,
	min_rtt = 0.15500000119209,
	min_jitter = 0,
	max_jitter = 1.62399995327,
	avg_jitter = 0.0020000040531158,
	connection_uptime = 18956,
	serialization_version = 29,
	patch = 0,
	version_string = "5.10.0",
	max_rtt = 1.7869999408722,
	major = 5,
	lang_code = "",
	formspec_version = 8
}

Player meta:

{
	fields = {
		repellant = "0",
		["signslib:pos"] = "(2182,22,1163)",
		partychat = "party",
		["3d_armor_inventory"] = "return {\"petz:prince_crown\", \"shields:shield_rainbow\", \"3d_armor:chestplate_crystal\", \"3d_armor:leggings_nether\", \"nether_mobs:dragon_boots\", \"\"}",
		hotbar_size = "16",
		played_time = "54540522",
		digged_nodes = "3371405",
		placed_nodes = "557825",
		died = "371",
		["ocean_build.ocean_built"] = "8",
		["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\"}",
		hud_state = "on",
		inflicted_damage = "9389110",
		["petz:werewolf"] = "0",
		["petz:lycanthropy"] = "0",
		xp = "3432588",
		arenalib_infobox_arenaID = "0",
		["hud_manager:spawnit:hud_enabled"] = "n",
		["stamina:level"] = "4",
		["petz:old_override_table"] = "return {[\"speed\"] = 2, [\"sneak\"] = true, [\"jump\"] = 1.5, [\"gravity\"] = 1, [\"new_move\"] = true, [\"sneak_glitch\"] = false}",
		yl_commons_player_created = "1650064821",
		yl_commons_player_joined = "1742375492",
		yl_commons_thankyou = "1516",
		["petz:werewolf_clan_idx"] = "3",
		xp_redo_hud_color = "0xFFC001",
		["hud_manager:yl_snowball:hud__enabled"] = "n",
		["ocean_build.last_warning"] = "1.65235e+09",
		crafted = "329899",
		["stamina:exhaustion"] = "156",
		["petz:werewolf_vignette_id"] = "19",
		punch_count = "536226",
		yl_church = "return {[\"last_death_portal\"] = 1729602840, [\"last_heal\"] = 1673944229, [\"last_death\"] = {[\"z\"] = 1642, [\"x\"] = 2050, [\"y\"] = 21}}",
		jointime = "1650064821",
		bitten = "0"
	}
}

Log identifier


[MOD] yl_report log identifier = XUrSX3EuSJoNCLSBLDj7K4WYcpSObNIl

Profiler save:

profile-20250319T152719.json_prettyEE

Status:

# Server: version: 5.11.0-yl-test-lt | game: Minetest Game | uptime: 5h 16min 41s | max lag: 0.618s | clients (1/52): daydream

Teleport command:

/teleport xyz 2005 18 1153

Compass command:

/give_compass Construction XUrSX3EuSJoNCLSBLDj7K4WYcpSObNIl D2691E 2005 18 1153
daydream reports a bug: > is there a way for the mine cave-in to be less than perfect (already dug into a little bit) ? Player position: ``` { z = 1153.4739990234, x = 2005.376953125, y = 17.930999755859 } ``` Player look: ``` { z = -0.28174877166748, x = 0.89961123466492, y = -0.33364233374596 } ``` Player information: ``` { minor = 10, state = "Active", avg_rtt = 0.16400000452995, protocol_version = 46, ip_version = 6, min_rtt = 0.15500000119209, min_jitter = 0, max_jitter = 1.62399995327, avg_jitter = 0.0020000040531158, connection_uptime = 18956, serialization_version = 29, patch = 0, version_string = "5.10.0", max_rtt = 1.7869999408722, major = 5, lang_code = "", formspec_version = 8 } ``` Player meta: ``` { fields = { repellant = "0", ["signslib:pos"] = "(2182,22,1163)", partychat = "party", ["3d_armor_inventory"] = "return {\"petz:prince_crown\", \"shields:shield_rainbow\", \"3d_armor:chestplate_crystal\", \"3d_armor:leggings_nether\", \"nether_mobs:dragon_boots\", \"\"}", hotbar_size = "16", played_time = "54540522", digged_nodes = "3371405", placed_nodes = "557825", died = "371", ["ocean_build.ocean_built"] = "8", ["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\"}", hud_state = "on", inflicted_damage = "9389110", ["petz:werewolf"] = "0", ["petz:lycanthropy"] = "0", xp = "3432588", arenalib_infobox_arenaID = "0", ["hud_manager:spawnit:hud_enabled"] = "n", ["stamina:level"] = "4", ["petz:old_override_table"] = "return {[\"speed\"] = 2, [\"sneak\"] = true, [\"jump\"] = 1.5, [\"gravity\"] = 1, [\"new_move\"] = true, [\"sneak_glitch\"] = false}", yl_commons_player_created = "1650064821", yl_commons_player_joined = "1742375492", yl_commons_thankyou = "1516", ["petz:werewolf_clan_idx"] = "3", xp_redo_hud_color = "0xFFC001", ["hud_manager:yl_snowball:hud__enabled"] = "n", ["ocean_build.last_warning"] = "1.65235e+09", crafted = "329899", ["stamina:exhaustion"] = "156", ["petz:werewolf_vignette_id"] = "19", punch_count = "536226", yl_church = "return {[\"last_death_portal\"] = 1729602840, [\"last_heal\"] = 1673944229, [\"last_death\"] = {[\"z\"] = 1642, [\"x\"] = 2050, [\"y\"] = 21}}", jointime = "1650064821", bitten = "0" } } ``` Log identifier ``` [MOD] yl_report log identifier = XUrSX3EuSJoNCLSBLDj7K4WYcpSObNIl ``` Profiler save: ``` profile-20250319T152719.json_prettyEE ``` Status: ``` # Server: version: 5.11.0-yl-test-lt | game: Minetest Game | uptime: 5h 16min 41s | max lag: 0.618s | clients (1/52): daydream ``` Teleport command: ``` /teleport xyz 2005 18 1153 ``` Compass command: ``` /give_compass Construction XUrSX3EuSJoNCLSBLDj7K4WYcpSObNIl D2691E 2005 18 1153 ```
AliasAlreadyTaken was assigned by yourland-report 2025-03-19 15:27:20 +01:00
Member

Is there any way we can tap into mapgen? Trigger it in a controlled way? Apply mapgen to some detached volume of nodes with different parameters from default mapgen? It's possible to just write our own mapblock generator, of course, but still...

Would be nice to have some trearure chests (bones of people caught under collapse? ;P) and other landmarks or easter eggs.

Is there any way we can tap into mapgen? Trigger it in a controlled way? Apply mapgen to some detached volume of nodes with different parameters from default mapgen? It's possible to just write our own mapblock generator, of course, but still... Would be nice to have some trearure chests (bones of people caught under collapse? ;P) and other landmarks or easter eggs.
Member

Mapgen usually works on 5x5x5 mapchunks - with a shell of one around. That's a pretty big volume. But based on that you can force regeneration of a mapblock if you delete all mapblocks (16x16x16) of the chunk in the database. Then normal mapgen would jump in.

A few treasure chests or faked bones can be manually placed by the code with set_node anyway. As long as it's just a couple/a few hundred that's efficient enough.

Mapgen usually works on 5x5x5 mapchunks - with a shell of one around. That's a pretty big volume. But based on that you can force regeneration of a mapblock if you delete all mapblocks (16x16x16) of the chunk in the database. Then normal mapgen would jump in. A few treasure chests or faked bones can be manually placed by the code with set_node anyway. As long as it's just a couple/a few hundred that's efficient enough.

Except that voxelmanip is only good at setting blocks, not blockmeta :/ Those need to be cheated in afterwards.

Except that voxelmanip is only good at setting blocks, not blockmeta :/ Those need to be cheated in afterwards.
AliasAlreadyTaken added the
1. kind/protocol
label 2025-03-22 01:38:23 +01:00

I think we do not need to worry about mapgen being less than perfect. As soon as the first player sees the ores, the surface will be scratched fairly automatically.

Vote Close/wontfix

I think we do not need to worry about mapgen being less than perfect. As soon as the first player sees the ores, the surface will be scratched fairly automatically. Vote Close/wontfix
AliasAlreadyTaken added the
1. kind/enhancement
label 2025-03-22 01:39:46 +01:00
Member

As soon as the first player sees the ores, the surface will be scratched fairly automatically.

True. Call me to be the first player and let me solve this issue ...

> As soon as the first player sees the ores, the surface will be scratched fairly automatically. True. Call me to be the first player and let me solve this issue ...
Owner

fair enough - go ahead and close.

fair enough - go ahead and close.
AliasAlreadyTaken added the
5. result/wontfix
label 2025-03-22 10:08:08 +01:00
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Reference: your-land/bugtracker#8272
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