[Mod] Liquid uprooting, liquid erosion [floodables]
- texmex
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[Mod] Liquid uprooting, liquid erosion [floodables]
Floodables
Description
This mod uproots flora, grass, wheat and torches when flooded with liquid. Any node may be set to floodable by editing the floodables table. The mod can optinally be set to erode as well, letting the liquid carve into the land. It is also a great companion to tenplus1's builtin_item which makes items flow with the liquid currents.
Notes
Floodables can be played with Minetest 0.4.16 or above.
Depends on default, flowers, farming.
Bug reports and suggestions
You can report bugs or suggest ideas on GitHub.
Links
Description
This mod uproots flora, grass, wheat and torches when flooded with liquid. Any node may be set to floodable by editing the floodables table. The mod can optinally be set to erode as well, letting the liquid carve into the land. It is also a great companion to tenplus1's builtin_item which makes items flow with the liquid currents.
Notes
Floodables can be played with Minetest 0.4.16 or above.
Depends on default, flowers, farming.
Bug reports and suggestions
You can report bugs or suggest ideas on GitHub.
Links
Last edited by texmex on Sun Sep 23, 2018 16:06, edited 3 times in total.
- yzelast
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
I liked the idea of the erosion, but it seems a bit weird erode an entire mountain with only a bucket of water...
Btw i have some ideas/suggestions:
If you are interested just tells me.
Btw i have some ideas/suggestions:
- use the group: dirt, so all the dirts could be used my bad, overriding doesn't work with groups
- if the dirt is located on a cliff, then u can set a very small chance of the node erode, so a mountain wouldn't erode instantly
- having all the dirt dropped is a little weird(and heavy intensive), i think a drop chance fits better
- if the dirt don't have a node under it, then a falling dirt could be set to make it really fall
If you are interested just tells me.
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- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Hi yzelast and thanks for trying it out and giving feedback!
I regard it as possible as it is for a bucket of water to flood an entire mountain. What I had in mind was future water sources that spawns inside ridges and flow out in the world without flooding an entire valley. So it's more like water as instant landscaping.yzelast wrote:I liked the idea of the erosion, but it seems a bit weird erode an entire mountain with only a bucket of water...
yzelast wrote:Btw i have some ideas/suggestions:
- use the group: dirt, so all the dirts could be used my bad, overriding doesn't work with groups
- if the dirt is located on a cliff, then u can set a very small chance of the node erode, so a mountain wouldn't erode instantly
- having all the dirt dropped is a little weird(and heavy intensive), i think a drop chance fits better
- if the dirt don't have a node under it, then a falling dirt could be set to make it really fall
- Well yes, my mod can cycle through items in groups. It is problematic when the drop is another node than the one being dug, however. Even grassy dirt isn't suppose to drop on dig, but regular dirt.
- Doesn't that widen the flood though, rather than narrowing it?
- I think it makes sense that the dirt doesn't just disappear and in reality erosion moves particles. But yeah, it might be a little heavy. I haven't made up my mind on this whole erosion thing yet. I mainly want to support people who want to have it, but I won't turn it on by default.
Thank you! I'll think of future features.yzelast wrote:This suggestions, i think that aren't hard to add and i would be glad to help with this mechanics.
- azekill_DIABLO
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
great! needs video though.
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- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Yes, you're right. Meanwhile, here's a GIF of the regular floodable feature. And here's a GIF of the erosion feature.azekill_DIABLO wrote:great! needs video though.
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
wow. seems to be very efficient. and a bit overpowered for erosion. it would allow player to grief/mine gigantic zones with water.
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- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Yes, that's why this feature is opt-in, as I stated in the description.azekill_DIABLO wrote:wow. seems to be very efficient. and a bit overpowered for erosion. it would allow player to grief/mine gigantic zones with water.
- azekill_DIABLO
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
yes, good choice. BTW Does it affect protected areas?
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- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
It takes care of nothing of that sort, no. I've an incoming restructuring PR by yzelast to go through. You may then proceed with a protection PR if you'd like.azekill_DIABLO wrote:yes, good choice. BTW Does it affect protected areas?
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
i will see, i have no idea how works protection system
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- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Yes, protection is probably needed.
In the end, this mod is supposed to work as an API for other mods to use.
In the end, this mod is supposed to work as an API for other mods to use.
Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Code: Select all
floodables = {
{ group = "torch", drop = "default:torch", sound = "floodables_torch", gain = 0.8 },
{ group = "flora", sound = "farming:seed_wheat", gain = 0.2 },
{ group = "wheat", drop = "farming:seed_wheat", sound = "floodables_grass", gain = 0.2 },
{ name = "default:junglegrass", sound = "floodables_grass", gain = 0.2 },
{ group = "grass", drop = "default:grass_1", sound = "floodables_grass", gain = 0.2 },
{ group = "dry_grass", drop = "default:dry_grass_1", sound = "floodables_grass", gain = 0.2 },
{ group = "poisonivy", drop = "poisonivy:seedling", sound = "floodables_grass", gain = 0.2 },
{ name = "glow:shrooms", sound = "floodables_grass", gain = 0.2 },
{ name = "default:dry_shrub", sound = "floodables_grass", gain = 0.2 },
{ name = "loose_rocks:loose_desert_rocks_1", sound = "floodables_grass", gain = 0.2 },
{ name = "loose_rocks:loose_rocks_1", sound = "floodables_grass", gain = 0.2 },
{ name = "flowers:geranium", sound = "floodables_grass", gain = 0.2 },
{ name = "flowers:mushroom_brown", sound = "floodables_grass", gain = 0.2 },
{ name = "flowers:mushroom_red", sound = "floodables_grass", gain = 0.2 },
{ name = "flowers:dandelion_yellow", sound = "floodables_grass", gain = 0.2 },
{ name = "flowers:dandelion_white", sound = "floodables_grass", gain = 0.2 },
{ name = "flowers:tulip", sound = "floodables_grass", gain = 0.2 },
{ name = "flowers:viola", sound = "floodables_grass", gain = 0.2 },
{ name = "default:snow"},
{ name = "glow:cave_worms"},
{ name = "fort_spikes:broken_wood_spikes"},
{ name = "fort_spikes:broken_iron_spikes"},
{ name = "farming:tomato_7"},
{ name = "farming:potato_3"},
{ name = "farming:hemp_7"},
{ name = "farming:grapebush"},
{ name = "farming:cucumber_4"},
{ name = "farming:corn_7"},
{ name = "farming:coffee_5"},
{ name = "farming:rhubarb_3", drop = "farming:rhubarb 3"},
{ name = "farming:raspberry_4"},
{ name = "farming:blueberry_4"},
{ name = "farming:pumpkin_8"},
{ name = "farming:carrot_8"},
{ name = "farming:beanbush"},
{ name = "farming:melon_8"},
{ name = "trunks:twig_1", drop = "trunks:twig_1", sound = "floodables_torch", gain = 0.2 },
{ name = "trunks:moss_fungus", sound = "floodables_grass", gain = 0.2 },
{ name = "trunks:moss", sound = "floodables_grass", gain = 0.2 },
}
Only sad thing is that you won't get any wheat seeds, but it is logic since it's not like you actually search the grass. I'm a bit of both opinions regarding this.
- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Glad you find it useful Lord_Vlad. There's a pending PR for this mod that I never get around to review but I believe it handles drops and drop chances differently, perhaps to your taste.
Re: [Mod] Liquid uprooting, liquid erosion [floodables]
yessssssss now along-side builitin_item i can make an automated water scythe farm.
Hey, what can i say? I'm the bad guy.
- csirolli
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Careful adding group:sand to the list of floodables. That immediately dropped my fps down to 1. I had to use /clearobjects to fix it, multiple times. That was a pain. lol
I got a question, is it possible to have nodes that can be flooded only by certain liquids?
I got a question, is it possible to have nodes that can be flooded only by certain liquids?
- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
You may use the drop var to have group:sand drop nothing, if entities is your problem.csirolli wrote:Careful adding group:sand to the list of floodables. That immediately dropped my fps down to 1. I had to use /clearobjects to fix it, multiple times. That was a pain. lol
I got a question, is it possible to have nodes that can be flooded only by certain liquids?
I’m not sure, I’d have to look into it. Probably not since the flooding part is handled by the engine itself.
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
The link to builtin_item appears to be broken. Here's what I think s the next-best thing: viewtopic.php?t=3188
- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Sweet mod!
I've made some modifications for personal use, replacing
with
(https://dev.minetest.net/minetest.remove_node claims the latter is faster/lighter, I don't know, seems pretty zippy both ways)
I've also stopped eroded dirt nodes from dropping anything (I like it better this way and it's lighter on resource use when eroding MANY nodes), then set pretty much every dirt node to erode= true (but not sand, to preserve the coastlines).
On the valleys mapgen with my biome mix, this leads to much more pronounced lakes and wider, deeper rivers. It's gorgeous. I do get some weird "water walls" with my specific setup, still looking to fix that, but overall it looks amazing. Thanks!
I've made some modifications for personal use, replacing
Code: Select all
minetest.remove_node( { x = pos.x, y = pos.y-1, z = pos.z } )
Code: Select all
minetest.set_node({ x = pos.x, y = pos.y-1, z = pos.z }, {name="air"})
I've also stopped eroded dirt nodes from dropping anything (I like it better this way and it's lighter on resource use when eroding MANY nodes), then set pretty much every dirt node to erode= true (but not sand, to preserve the coastlines).
On the valleys mapgen with my biome mix, this leads to much more pronounced lakes and wider, deeper rivers. It's gorgeous. I do get some weird "water walls" with my specific setup, still looking to fix that, but overall it looks amazing. Thanks!
- texmex
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Re: [Mod] Liquid uprooting, liquid erosion [floodables]
Thank you for your kind words. It's good to hear someone seeing the landscaping potential of the mod. :)
Please submit your improvements as a PR if you'd like.
Please submit your improvements as a PR if you'd like.
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