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Terrain generated by Lua mapgen destroys itself #1607

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SmallJoker opened this issue Sep 6, 2014 · 3 comments
Closed

Terrain generated by Lua mapgen destroys itself #1607

SmallJoker opened this issue Sep 6, 2014 · 3 comments

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@SmallJoker
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A weird issue which was added between the commits
3fa4f78
and
f3eefeb

Before those commits:
http://imgur.com/QdjZ3rl

After those commits:
http://imgur.com/zOrcc07
http://imgur.com/sN1zB2n

Windows XP SP3 32-bit
All new builds contain this bug
The terrain gets generated and deleted (set to air) afterwards (sometimes visible in-game and in the log of the mapgen)

@Zeno-
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Zeno- commented Sep 6, 2014

I have a similar (or the same) issue on Linux. In my case it seems that the voxelmanip nodes are set momentarily and then revert to whatever the node was beforehand (e.g. default:stone).

@kwolekr
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kwolekr commented Sep 7, 2014

Hi guys, does this issue happen with the current HEAD?

@SmallJoker
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I found a possible fix for this bug.

My mapgen skips with a setting all already generated areas. When I disable this setting, everything works fine.

This is what I mean by "skip":

local lastPos = {x=6.66,y=6.66,z=6.66}

minetest.register_on_generated(function(minp, maxp, seed)
    if vector.equals(minp, lastPos) then
        print("Skipped "..minetest.pos_to_string(minp))
        return
    end
    ...
end)

It worked fine before those 3 commits appeared.

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3 participants