You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
riker told me to go ahead, even if this happened in notdnethack but yeah very likely a dnh issue.
Steps to reproduce:
Have a normal corpse. Anything really except lichen or lizard or so.
Make it die on an ice tile. Otherwise the corpse will still rot away, which is probably also a bug but a separate one maybe?
Wait maybe 1000 turns or so.
Save.
Grab the corpse, move it back onto a normal floor tile.
Wait another 1000 turns.
Notice the corpse still does not rot away.
23:35 <rld> <riker [@rikerwashere]> that sounds plausible
23:35 <rld> <riker [@rikerwashere]> theres some weird timer interactions with that
23:35 <rld> <riker [@rikerwashere]> what most likely happened is that a corpse timer triggering for rot effects while on an ice tile has no effect and doesnt make it more rotten
23:35 <rld> <riker [@rikerwashere]> but then it doesn't reset the timer to run again on the next turn
23:36 <rld> <riker [@rikerwashere]> a similar bug existed with shadowsteel, where putting it in a bag would cancel the timer and make it never evaporate ever
The text was updated successfully, but these errors were encountered:
on checking code, ice terrain seems to have zero interaction with corpse timers in dnh (or ndnh, unless it's new and i checked the wrong branch for that one)
furthermore, i am consistently unable to reproduce this. waiting 1000 turns in step 3 consistently makes it rot away (i'm using newt corpses generated by killing a newt, not by wishing), and if i replace 1000 with 100 it still rots away by step 6. not sure what's up with this
riker told me to go ahead, even if this happened in notdnethack but yeah very likely a dnh issue.
Steps to reproduce:
The text was updated successfully, but these errors were encountered: