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Stairs become unknown nodes when disabling moreblocks #139

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ghost opened this issue Mar 16, 2019 · 6 comments
Open

Stairs become unknown nodes when disabling moreblocks #139

ghost opened this issue Mar 16, 2019 · 6 comments
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@ghost
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ghost commented Mar 16, 2019

  • Minetest 5.0.0
  • Moreblocks 9363068

When crafting normal stairs/slabs (the ones from the stairs mod that come with Minetest Game) and then disabling moreblocks all of the stairs nodes become unknown nodes.

Reproduce:

  • Start a new world with moreblocks enabled
  • Craft some stairs from any supported material in the crafting grid

moreblocks_enabled

  • Quit the world and disable moreblocks
  • Start the world again.

moreblocks_disabled

@Calinou
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Calinou commented Mar 18, 2019

The only way to fix this (to my knowledge) would be to stop overriding default stairs nodes, but I need to make sure not to accidentally disable Stairs+ nodes for default materials while doing so. Moreover, the circular saw would need a fair amount of rework to be able to handle this.

@Calinou Calinou added the Bug label Mar 18, 2019
@ghost
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ghost commented Mar 18, 2019

Wouldn't it be possible to just leave out the shapes from normal stairs and slaps from the circular saw? So the mod does not mess with them at all? This would also give space for more custom shapes.

This would automatically fix #138, too 😄

@Caellian
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Caellian commented Feb 12, 2021

So, in order to make stuff like this work, the mod needs to keep a table of

{
  ["source_node"] = {
    [variant_type] = "variant_nodename",
    ...
  },
  ...
}

I'm doing some rewrites that will make handling these cases a bit easier and will probably submit a PR with them this week.

@fluxionary
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fluxionary commented Jun 15, 2022

this seems like expected behavior? "i removed the mod, and the nodes that required the mod are now unknown nodes" is hardly a bug or in need of fixing. i certainly am not opposed to the creation of another mod that makes an attempt to alias nodes defined via stairsplus to other "stairs", but there's no perfect or preferred way to do that, so far as i can see.

@Skamiz
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Skamiz commented Jan 3, 2024

Sorta related: https://forum.minetest.net/viewtopic.php?p=426579#p426579
A while ago I made a small mod that aliases moreblocks nodes back to their vanilla MTG equivalent, so you aren't forced to continue playing with it after trying it out and deciding you don't want it after all, because all "stairs:" nodes were changed to "moreblocks:" nodes.

@Caellian
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Caellian commented Jan 3, 2024

this seems like expected behavior? "i removed the mod, and the nodes that required the mod are now unknown nodes" is hardly a bug

I would consider it to be a bug if a mod irreversibly replaces existing nodes with something that turns into unknown node once it's uninstalled. To examplify this better, imagine a mod replaced all stone in the world.

The approach where default stairs are kept as is is the solution, but as the author noted, it would require a lot of changes and tests in the code. Not sure how much, didn't touch minetest code since my last comment, but I do think this is a bug or at least an annoyance is accidentally turning the mod on could badly corrupt the saves with lots of stairs.

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