new features a tad buggy #32


  • New
  • Defect
Open
Assigned to _ForgeUser7440145
  • _ForgeUser4535965 created this issue Jan 15, 2012

    I like the new staggering load feature and redstone fix.
    However there are a few things it seems to have broken

    Wstone - a wifi redstone pluggin works with redstone and signs if the corresponding redstone is broken by the sign the sighn breaks too. I know its a different pluggin altogether but the redstone changes to seem to break it.

    The staggered loading caught me off guard when all the lava and water disappeared from my dungeon for 5 min. Is there anyway to possible put a setting in the config so we can tweak it faster or slower depending on how powerful our server is? It seems to break in multiworld as well. I did a loaddungeon and its allowed me to enter and only half the lava had reloaded. It allowed me to use loaddungeon again as well so it appeared it had finished its job halfway

  • _ForgeUser4535965 added the tags New Defect Jan 15, 2012
  • _ForgeUser4535965 posted a comment Jan 16, 2012

    One of the tricks we used in a dungeon was to have signs attached to signs holding up gravel. When the first sign is broken all the other signs fall and the gravel falls. essentially making a huge pitfall trap

    With the new update the base sign appears but all the additional signs break instantly and the gravel falls.

  • _ForgeUser7440145 posted a comment Jan 16, 2012

    The staggered loading can be configured to be faster/slower. There are instructions for configuring it on the Configuration help page.

  • _ForgeUser7440145 posted a comment Jan 16, 2012

    Also, the reason water and things disappear for a time is complicated.

    Basically all of the dungeon blocks are sorted in order of how soon they should be loaded. Attachable objects are generally loaded last to ensure that the object they attach to is loaded before them.

    Water is cleared from the dungeon on each reload and loaded last to ensure that it remains consistent. If you do not clear the water (or other liquids) you run into a multiplicative effect where it builds on top of itselfs.

    Redstone is also cleared now when you reload. This was part of my changes to try and fix the redstone reloading issues. The idea being we remove the existing redstone in order to clear the current state and then put it back down at the very end using the state we had saved.

    As to loading not working properly with multiworlds, I'll take a look into it.

  • _ForgeUser4535965 posted a comment Jan 16, 2012

    is there any way you could add an advanced option to specify which blocks should take priority in loading?

    In this cast it would be stone>signs>gravel

    stone loads, the signs attach to the stone, then the gravel on top of the signs

    Or would it be possible to simply put any block with gravity at the end, similar to lava and water. Since any block with gravity could be used in a scenario that it will move, it should be loaded near the end with lava and water....for the same reasons.


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