EEEEK!!!! CONTENT ID 0 is FIRE!!!

leetelate
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EEEEK!!!! CONTENT ID 0 is FIRE!!!

by leetelate » Mon Oct 07, 2013 21:32

if you miss a declaring a content id using the lua mapgen, it comes out as 0, which turns out to be...FIRE

ouch - i just burnt down a forest due to a typo

just be careful
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ElectricSolstice
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by ElectricSolstice » Tue Oct 08, 2013 02:04

Too late, I already experimented with sending in only the data I wanted to change into set_data and ended up setting an entire chunk on fire lol. Luckily, it's just a test world. I hope no one tries experimenting with VoxelManip or VoxelArea in a world they actually want to play in.
 

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rubenwardy
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by rubenwardy » Fri Oct 11, 2013 09:56

Yeah this happened to me yesterday. 0 should be air, or unknown node.
 

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sfan5
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by sfan5 » Fri Oct 11, 2013 15:12

rubenwardy wrote:Yeah this happened to me yesterday. 0 should be air, or unknown node.

1) Content IDs are assigned dynamically, if you use technic game 0 could be a pipe
2) "Unknown Node" does not have a content id
2.1) If there are 2 (unknown) nodes in the map named foo and bar, foo gets a (new) content id which is assigned to the unknown block texture, so does bar
-> means: foo may get 201 while bar gets 202; both are unknown nodes
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