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[Abandoned Mod] Fallen Nodes [1.4.1] [fallen_nodes]

PostPosted: Sat Aug 05, 2017 09:55
by Hamlet
Adds more nodes to the falling_node group.

Version: 1.4.1
Source code's license: GPLv3

Dependencies: default, stairs, farming (found in Minetest Game)
Supported: landscape, mg, darkage (Addi's fork)

Downloads:

Archives: .zip .tar.gz
Source: https://notabug.org/Hamlet/fallen_nodes

Installation

Unzip the archive, rename the folder to fallen_nodes and place it in
../minetest/mods/

If you only want this to be used in a single world, place it in
../minetest/worlds/WORLD_NAME/worldmods/

GNU+Linux - If you use a system-wide installation place it in
~/.minetest/mods/

For further information or help see:
https://wiki.minetest.net/Help:Installing_Mods

Re: [Mod] Fallen Nodes 1.0 [fallen_nodes]

PostPosted: Sat Aug 05, 2017 11:11
by Lord_Vlad
Snow blocks seems a good candidate too.

Re: [Mod] Fallen Nodes 1.0 [fallen_nodes]

PostPosted: Sat Aug 05, 2017 14:38
by Hamlet
Lord_Vlad wrote:Snow blocks seems a good candidate too.


I had the same thought, but then it came to my mind this fact: you can actually dig tunnels into snow, thus I've decided to leave them as they are. But I've added some syntax comments to allow others to tune the code for their needs.

I think it depends on the snow type - dry, wet, etc.

Re: [Mod] Fallen Nodes [1.0] [fallen_nodes]

PostPosted: Sat Aug 05, 2017 17:20
by ABJ
I have an idea. Make the blocks check for a slope and if slope is not steep enough make them fall.

Re: [Mod] Fallen Nodes [1.0] [fallen_nodes]

PostPosted: Sun Aug 06, 2017 11:09
by azekill_DIABLO
like in the erosion mod? take care then, needs ABMs to be done. Laggy ones.

Re: [Mod] Fallen Nodes [1.1.0] [fallen_nodes]

PostPosted: Tue Aug 15, 2017 17:10
by Hamlet
Version 1.1.0 released

Added nodes:

--
-- Stairs and slabs
--

stairs:stair_cobble (inner, outer, slab)
stairs:stair_mossycobble (inner, outer, slab)
stairs:stair_desert_cobble (inner, outer, slab)
stairs:stair_straw (inner, outer, slab)

Re: [Mod] Fallen Nodes [1.2.0] [fallen_nodes]

PostPosted: Sat Aug 19, 2017 13:57
by Hamlet
1.2.0 released

Now compatible with Experimental mapgen

Re: [Mod] Fallen Nodes [1.3.1] [fallen_nodes]

PostPosted: Tue Aug 22, 2017 22:30
by Hamlet
1.3.1 released

Now compatible with Darkage

Re: [Mod] Fallen Nodes [1.3.0] [fallen_nodes]

PostPosted: Sat Aug 26, 2017 21:12
by Stix
how would someone make a roof for their house that doesn's colapse with this mod enabled?

Re: [Mod] Fallen Nodes [1.3.0] [fallen_nodes]

PostPosted: Sat Aug 26, 2017 21:31
by Lord_Vlad
Put wood block under it, kind of as there must be under your real life house's roof.

Re: [Mod] Fallen Nodes [1.3.0] [fallen_nodes]

PostPosted: Sat Aug 26, 2017 21:35
by Hamlet
Stix wrote:how would someone make a roof for their house that doesn's colapse with this mod enabled?


Not using sand, dirt, gravel or cobbles - that's basically what this mod makes fall.

Re: [Mod] Fallen Nodes [1.3.1] [fallen_nodes]

PostPosted: Fri Oct 06, 2017 18:21
by Hamlet
Release v1.3.1

Only Minetest Game v0.4.16's nodes will be overridden
Support for Minetest Game v0.4.17 nodes can be activated via Settings/Advanced Settings/Mods/fallen_nodes
or by manually editing minetest.conf, adding: fallen_nodes_0417 = true

Re: [Mod] Fallen Nodes [1.3.2] [fallen_nodes]

PostPosted: Fri Apr 20, 2018 20:23
by Hamlet
Released v1.3.2

Re: [Mod] Fallen Nodes [1.4.1] [fallen_nodes]

PostPosted: Sat Jul 07, 2018 15:29
by kurktu
Could you add sticky falling nodes, similar to sticky pistons that let the node complex above them fall together with them if they are falling..?!? ^^

Re: [Mod] Fallen Nodes [1.4.1] [fallen_nodes]

PostPosted: Sat Jul 07, 2018 16:14
by azekill_DIABLO
similar to a mod I seen with blocks falling after explosion? there was a gif of bridge falling...

Re: [Mod] Fallen Nodes [1.4.1] [fallen_nodes]

PostPosted: Sat Jul 07, 2018 18:19
by Hamlet
kurktu wrote:Could you add sticky falling nodes, similar to sticky pistons that let the node complex above them fall together with them if they are falling..?!? ^^


I've never used sticky pistons, but if I understand your request correctly then such feature would be beyond the purpose of this mod, that is to simply make dirt, cobblestone and similar behave like sand or gravel.

Re: [Mod] Fallen Nodes [1.4.1] [fallen_nodes]

PostPosted: Sat Jul 07, 2018 18:26
by Hamlet
If there's someone interested I could add to this mod a feature to make sand, gravel, dirt, cobblestone etc. fall on map generation and/or using "one time" Loaded Block Modifiers (LBMs).

I've tested that with mgv7 and mgv6, but I haven't added it - yet - because I don't know if someone would be interested.


[Mod] Nodes Crumble [0.1.0] [nodes_crumble]