[Mod] Nodes Crumble [0.1.0] [nodes_crumble]

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Hamlet
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[Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by Hamlet » Post

DEFAULT MAPGEN
Image

MAPGEN WITH THIS MOD
Image

Nodes set to falling_node will crumble on map generation.
E.g.: sand, gravel.

Version: 0.1.0
Source code's license: GPL v3.0

Dependencies: default (found in Minetest Game)
Supported: darkage (Addi's fork), fallen_nodes, mg (Experimental Mapgen)


Download
Archives: .zip .tar.gz
Source code: GitHub

Installation

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

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

If you only want this to be used in a single world, place the folder in
../minetest/worlds/world_name/worldmods/

For further information or help see:
http://wiki.minetest.net/wiki/Installing_Mods
Attachments
crumbled.png
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default.png
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Last edited by Hamlet on Fri Nov 08, 2019 19:27, edited 4 times in total.
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by TumeniNodes » Post

sounds interesting.
will you be adding a short gif or something to show the results?
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by Hamlet » Post

TumeniNodes wrote:sounds interesting.
will you be adding a short gif or something to show the results?
I've added two images to show the difference between normal map generation and map generation with this mod.
Basically it's just a matter of taste: either you like sand "balconies" or you don't.

It must be said that this mod can be quite heavy depending on the number of interested nodes, I've been using it with the supported mods and I've got several of these:
"WARNING[Server]: ServerEnv: Trying to store id = 0 statically but block (X,Y,Z) already contains 64 objects."
as well as walking into blocks not yet rendered.
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by texmex » Post

What is ”DEFAULT MAPGEN” in this case? Afaik current or dev versions of major mapgens already deals with sand balconies by adding solid nodes underneath.
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by Chem871 » Post

Gravel located in the roof of caves will now block players somewhat, when it falls.
What is SCP-055 again? I forgot.

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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by Hamlet » Post

texmex wrote:What is ”DEFAULT MAPGEN” in this case? Afaik current or dev versions of major mapgens already deals with sand balconies by adding solid nodes underneath.
Mapgen v7 (Minetest v0.4.17.1)
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by Hamlet » Post

Chem871 wrote:Gravel located in the roof of caves will now block players somewhat, when it falls.
Yes, I've also found tunnels blocked by gravel.
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by texmex » Post

Hamlet wrote:
texmex wrote:What is ”DEFAULT MAPGEN” in this case? Afaik current or dev versions of major mapgens already deals with sand balconies by adding solid nodes underneath.
Mapgen v7 (Minetest v0.4.17.1)
Have you tried 5.0.0-dev?
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by Hamlet » Post

texmex wrote:Have you tried 5.0.0-dev?
Yes, I was curious to see the kelps, but I don't use it for playing nor for mod development.
Concerning the subject of your question - "floating" falling_node(s) being addressed in 5-dev - what can I say... when 5-stable will be released then maybe this mod will be obsolete, but since it supports "Fallen Nodes" which adds dirt and many other "soft" nodes to the falling_node group then perhaps this mod will still be useful (?) for someone.
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by texmex » Post

You’re right, as a solution to the issue of 0.4.x it’s solves the problem, though if the 5.0.0 styled solution was desirable it could probably be packported as a mod.
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Re: [Mod] Nodes Crumble [0.1.0] [nodes_crumble]

by Hamlet » Post

Notice: now on git repository.
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