[Mod] Indestructible Bedrock Layer [1.2.2] [bedrock2]

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Re: [Mod] Indestructible Bedrock Layer [1.0.0] [bedrock2]

by Napiophelios » Tue May 31, 2016 00:14

Fixerol wrote:Important! Before running the mod make sure it is in bedrock folder, otherwise it gives error :}
Wuzzy, want to add this warning into first post and readme or fix it?


the modname is: bedrock2
 

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Re: [Mod] Indestructible Bedrock Layer [1.1.0] [bedrock2]

by Wuzzy » Thu Jun 30, 2016 14:34

Version 1.1.0 is released.
This is mostly just a minor update for Minetest 0.4.14.

Changes:

  • Bedrock height can now also be changed in the advanced settings menu
  • mod.conf file added
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Re: [Mod] Indestructible Bedrock Layer [1.1.0] [bedrock2]

by Instant » Sat Jul 23, 2016 02:06

Error!

You should move the bedrock another 3-4k or so, because this mod kinda cancels out the Nether mod.
 

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Re: [Mod] Indestructible Bedrock Layer [1.1.0] [bedrock2]

by Wuzzy » Sat Jul 23, 2016 09:35

I don't know what you mean. For me, both my Bedrock mod and PilzAdam's Nether mod seem to work together just fine.
The bedrock appears at -30912, as expected. And it doesn't affect the Nether other than at the lowest possible depth.
So what's your problem? And which versions were you using?
If you saw any error in the map generation (especially holes in the bedrock layer), please tell me the seed, mapgen, coordinates and Minetest versions you were using.

By the way: You can change the bedrock height manually in the advanced configuration tab.
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Re: [Mod] Indestructible Bedrock Layer [1.1.0] [bedrock2]

by Zedicius » Mon Aug 01, 2016 14:30

Here's a silly idea.

Would it be possible to expand the mod to add multiple layers of bedrock? I believe there are no plans to add multiple dimensions to the game though perhaps this could be fixed, at least partially, by 'layering' the underground. You'd be limited to cave-like areas obviously but... It's something?
 

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Version 1.2.0

by Wuzzy » Mon Aug 08, 2016 04:25

Version 1.2.0 released.
This version comes with intllib support and a German translation.
It also adds doc_items support and an improved in-game help of the bedrock block.

Both mods are optional, of course.


Zedicius wrote:Would it be possible to expand the mod to add multiple layers of bedrock? I believe there are no plans to add multiple dimensions to the game though perhaps this could be fixed, at least partially, by 'layering' the underground. You'd be limited to cave-like areas obviously but... It's something?

Rejected. This would only make sense in combination of some mod which actually uses such layers. But such a mod is probably defining its own nodes already. And I want to keep this mod simple.
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Version 1.2.1 and 1.2.2

by Wuzzy » Fri Nov 18, 2016 23:45

Version 1.2.1 released! This is mostly a maintenance and bugfix release.

Changes:
- Fix mod not working when both intllib and mod security are enabled
- Use larger screenshot
- Transform README to Markdown format
- Compability with Documentation System 0.7.0


EDIT:
Version 1.2.2 released! Another bugfix. This time:
- Fix bedrock being able to be pulled and pushed around by Mesecons pistons. This time for real.
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Re: [Mod] Indestructible Bedrock Layer [1.2.2] [bedrock2]

by seller » Sun Nov 24, 2019 15:18

I made a hole in the bedrock(I turned off the mod,dug a hole and turned it back on, and I had a hole(I don`t think you will be able to fix this)).
screenshot_20191123_141708.png
the hole, some pipes, a ladder, and a cable
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Re: [Mod] Indestructible Bedrock Layer [1.2.2] [bedrock2]

by seller » Sun Nov 24, 2019 20:07

bedrock is able to be destroyed by the Milkor and Rpg from rangedweapons
 

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Re: [Mod] Indestructible Bedrock Layer [1.2.2] [bedrock2]

by Wuzzy » Mon Nov 25, 2019 02:19

I made a hole in the bedrock(I turned off the mod,dug a hole and turned it back on, and I had a hole(I don`t think you will be able to fix this)).

Well, this is not a bug. You intentionally broke the game. As soon you disable a mod that was active before, prepare for all sorts of bad behaviour. Disabling a mod is always Danger Zone, so you must be prepared for all sorts of breakage.
See also: https://wiki.minetest.net/Unknown_Node

bedrock is able to be destroyed by the Milkor and Rpg from rangedweapons

Not my fault. I checked the code and apparently this mod calls tnt.boom on the node it hits. Normally, tnt.boom is supposed to be called on the TNT node when TNT blows up. This means the bedrock is treated like a block of TNT and is therefore set to tnt:boom by Minetest Game. It is impossible for me to defend against a set_node, so the bug must be fixed in rangedweapons. Please report a bug to rangedweapons.

My suggestion: Call tnt.boom not on the solid node, but “above” (pointed_thing.above) the node the grenade has hit. Tell that to the rangedweapons author, they will understand. Bye.
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Re: [Mod] Indestructible Bedrock Layer [1.2.2] [bedrock2]

by FreeGamers » Mon Nov 25, 2019 09:12

seller, you can regenerate areas with the admin command:

/deleteblocks here 1

that will delete things in a 16x16x16 area. you can increase the number. Maybe you can fix your hole like that.

But I agree with Wuzzy, its not really a problem with the mod if you go out of your way to break it. The way mapgen works, is it generates it once then it saves it into the world, so bedrock mod cant really just detect and regenerate itself easily.

use that command.
 

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