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Fix node replacement in not-quite-loaded chunks

When first entering an area, sometimes placing nodes replaces other nodes that are not buildable_to. This seems to be caused by the fact that nodes in unloaded map blocks are treated as ignore, a node that is buildable_to. This fixes that, by using get_node_or_nil() instead of the previously-used get_node(), then checking to see if the nodes were actually loaded before replacing.
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0gb-us authored and kwolekr committed Mar 29, 2013
1 parent 5b854f9 commit 02cbb5810774ec0d8eb43b6cd5796a3d43878fe1
Showing with 10 additions and 3 deletions.
  1. +10 −3 builtin/item.lua
@@ -129,11 +129,18 @@ function minetest.item_place_node(itemstack, placer, pointed_thing)

local under = pointed_thing.under
local oldnode_under = minetest.env:get_node(under)
local oldnode_under = minetest.env:get_node_or_nil(under)
local above = pointed_thing.above
local oldnode_above = minetest.env:get_node_or_nil(above)

if not oldnode_under or not oldnode_above then
minetest.log("info", placer:get_player_name() .. " tried to place"
.. " node in unloaded position " .. minetest.pos_to_string(above))
return itemstack

local olddef_under = ItemStack({}):get_definition()
olddef_under = olddef_under or minetest.nodedef_default
local above = pointed_thing.above
local oldnode_above = minetest.env:get_node(above)
local olddef_above = ItemStack({}):get_definition()
olddef_above = olddef_above or minetest.nodedef_default

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