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Potion effect still work after death #78
Confirmed. I am very sure this is not normal. :D
In fact, potion effects seem to be completely broken in LOTT. Just drink many different potions in quick succession and wait for the effects to wear off. The effects will just go totally WTF. So the death fuckup is probably just a symptom of a much bigger underlying issue.
Oh, well. This is probably already the 3rd time modders have had this EXACT problem.
I know this problem very well from other mods. The reason is a design flaw: LOTT has not any mechanism or system to properly handle status effects, especially conflicts. I assume LOTT just blindly overwrites the raw player speed/jump/gravity/etc. whenever a potion effect starts or ends. If this is the case, it is very, very wrong. Even just two contradictionary potions in quick succession can cause chaos quickly.
I have identified this problem a very long time ago, motivated by a potion mod which had the exact same problem. I then created a mod for managing status effects. It is called
As a proof-of-concept, I wrote a mod called
Opinions about my mod seem to be mixed. Some players do miss the functionality for additive effects, that is, multiple effects stacking. If LOTT needs fancy functionality like this, sorry.
There is a similar mod to mine out there somewhere, but I haven't tested it so far. It was something about “monoids” or something and I didn't really understand it. :D
In other words, if you would make use of
I have a working version of the new potion mod since 6 months ago, which supports both addictive effects, conflicts and stopping effects.
The current potion mod uses minetest.after mainly which means that it is not possible to "fix" such issues, for now till the new version comes out, the only way is to be caution when playing with potions :/
However, if anyone want to provide a temporary solution, you are more than welcomed to.