tile stack carpet bug
- [x] This is a bug in the software that resides in this repository, and not a support matter (use https://otland.net/forums/support.16/ for support)
- [x] This issue is reproducible without changes to the C++ code in this repository
Summary
I was coding carpet system for houses and I discovered that there is something wrong with how they are being placed in stack
Steps to reproduce
create two carpets on same tile:
- /i blue carpet
- /i brown carpet
Expected behaviour
brown carpet on top
Actual behaviour
blue carpet on top
Another example:
placing two carpets in a house

after saving and restarting:

they get flipped every save+restart
I can confirm that this bug is indeed existing.
potential fix for house loading (needs testing): https://github.com/otland/forgottenserver/blob/c274252b4a00be243564d2f1d8d86beed2bc3042/src/iomapserialize.cpp#L144
- parent->internalAddThing(item);
+ parent->addThing(item);
how this work with more carpets? maybe we can use this behavior for "random houses", after each ss we can take top one and move it on bottom (ofc enabled by config) #feature_not_bug
how this work with more carpets?
well, you can (should) only put 3 carpets on same sqm, and they should keep the stack order that you added them, this is a very weird bug
how this work with more carpets? maybe we can use this behavior for "random houses", after each ss we can take top one and move it on bottom (ofc enabled by config) #feature_not_bug
It's a bug. Rather small sample size, but 3/3 of my testers arranged their carpet stack and found this annoying.
Answering the other question (can't quote because I'm on a phone) the placing script limits the carpets.
how this work with more carpets? maybe we can use this behavior for "random houses", after each ss we can take top one and move it on bottom (ofc enabled by config) #feature_not_bug
@ArturKnopik maybe u understood that this is a bug in a house, but this bug happens everywhere, not only in houses. Should be fixed, not implemented as a feature.