Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Poisoned even after death #46

Open
daretmavi opened this issue Nov 20, 2020 · 10 comments
Open

Poisoned even after death #46

daretmavi opened this issue Nov 20, 2020 · 10 comments
Labels
wontfix This will not be worked on

Comments

@daretmavi
Copy link

Hi,

if you get poisoned and die, you stay poisoned even after respawn.
I means you get into death loop.
After respawn, this should be removed.

Maybe the poison should not be that fatal and let you at least 1 HP.

@berengma
Copy link
Owner

This is not a bug, this is intended. As death is not final, poison isn't, too.

@daretmavi
Copy link
Author

I understand, but ...
I would say, this should be game design decision, not mod.

The problem is, if you start a game you can get early on poisoned and can not get out of it.
If you want to explore the world and do not use creative or worse don't use crafting guide, then you get in poison-death loop and can not get out of it without cheat your game.
Event if you know how to craft poison cure, you do not know how to catch a snake.
I had to look in to the code to find out bugnet is the way.
It is extremely frustrating for players.

Could you PLEASE implement some setting to turn off this?

I would be ideal to separate poison behavior to separate mod/api.

@berengma berengma reopened this Nov 20, 2020
@berengma berengma added the wontfix This will not be worked on label Nov 20, 2020
@berengma
Copy link
Owner

@daretmavi
Copy link
Author

I perfectly understand your initial decision. It is great for hardcore play-game style.
Unfortunately it is not good for every play-style.

I still hope, you will rethink it and implement some sort of switch.
Great mod btw. 👍

@daretmavi
Copy link
Author

One other think. If you install hunger_ng mod, then the health restoration is quicker then poison life drain.
Poisoning should really be configurable (in more ways).

@daretmavi
Copy link
Author

@berengma
Copy link
Owner

Final solution :

add any item which you can eat to the "antiserum" group and it will cure snake bites

@daretmavi
Copy link
Author

Final solution :

add any item which you can eat to the "antiserum" group and it will cure snake bites

This is great addition, but you know, this is not really addressing this issue.
I get it, you don't wont to fix it, but I don't understand why.

It is as easy as to add one setting water_life_poison_after_death and a little bit of code, like:

water_life.poison_after_death = minetest.settings:get_bool("water_life_poison_after_death") or true

minetest.register_on_dieplayer(function(player)
	if not player then return end
	if water_life.poison_after_death then return end

	local meta=player:get_meta()
	meta:set_int("snakepoison",0)
	water_life.change_hud(player,"poison",0)
end)

Your beloved function can stay as default and everyone who doesn't like it, can change it.

@daretmavi
Copy link
Author

Closed because developer wont fix anyway.

@berengma berengma reopened this May 2, 2021
@berengma
Copy link
Owner

berengma commented May 2, 2021

This is not going to be fixed. This is no bug, this is intended.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
wontfix This will not be worked on
Projects
None yet
Development

No branches or pull requests

2 participants