Thanks for telling I was wondering if the two differrent terrain id's really are the same, now it's clear they are not. I'd appreciate to have a way to get some terrain type. It'd be great if for terrains there was something like for other things where you could obtain the expected result when breaking too.
btw I guess I've found another bug
Issue 2)
PlayerPickupItemEvent
If you catch a pickup event from a furnace and modify the furnace content using the lower code it seems to cause a crash when you do this a second time. No idea why it seems to work the first time.
In my case I used this code to simulate some sort of material loss due to lack of skill.
And to make it clear it not only throws an exception it completely crashes the game
This is one of the crashdumps, doesn't look very helpfull to me but maybe you can see more in it than I am.
#6 0x007f4bed50c3bd in bool __gnu_cxx::operator==<wchar_t const*, std::__cxx11::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > >(__gnu_cxx::__normal_iterator<wchar_t const*, std::__cxx11::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > > const&, __gnu_cxx::__normal_iterator<wchar_t const*, std::__cxx11::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > > const&)
#7 0x007f4bee106481 in bool __gnu_cxx::operator==<wchar_t const*, std::__cxx11::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > >(__gnu_cxx::__normal_iterator<wchar_t const*, std::__cxx11::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > > const&, __gnu_cxx::__normal_iterator<wchar_t const*, std::__cxx11::basic_string<wchar_t, std::char_traits<wchar_t>, std::allocator<wchar_t> > > const&)