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@appgurueu
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Fixes #3167. Done via a globalstep, which is not a concern. I believe this to be the most straightforward approach; it is unrealistic to efficiently hook all possible ways the node could be removed.

@appgurueu appgurueu changed the title Kick players from beds that have ceased existing [no sq] Kick players from beds that have ceased existing Nov 15, 2024
@sfan5
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sfan5 commented Nov 15, 2024

I have no issues with this approach but shouldn't on_destruct be enough actually? (except vmanips)

@appgurueu
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I have no issues with this approach but shouldn't on_destruct be enough actually? (except vmanips)

I think so, yes. VoxelManips might appear naturally in gameplay though, e.g. explosions - you still want the player to be kicked from bed when it was blown up (we could now start with on_blast etc, but that puts us back in the catch all situation).

@SmallJoker
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The sleep formspec does neither get closed nor updated on kick. Is that intentional? Granted, it does precisely fix the linked issue.

grafik

@sfan5
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sfan5 commented Oct 13, 2025

Ping.

@SmallJoker
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Furthermore, what is the purpose of beds.is_bed_node, or the bed = 1 node group, respectively? Either of them seems superfluous.

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Player starts levitating after I set them on fire while they are sleeping

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