[Mod] Falling nodes [1.5] [falling_items]

Post Reply
User avatar
Bas080
Member
Posts: 398
Joined: Mon May 21, 2012 15:54
GitHub: bas080
IRC: bas080
In-game: bas080
Location: Netherlands

[Mod] Falling nodes [1.5] [falling_items]

by Bas080 » Post

This mod adds falling items for certain nodes

Modders and users that see use for a "falling node" can add this functionality by following these 3 simple steps.

Instructions
1. Open your text editor
2. Lookup the groups attribute of the node and...
3. Add group to groups

Types
  • Add "floored=1" to groups to make node fall when bottom node is dug
  • Add "hanging=1" to make drop when top node is removed
  • Add "attached=1" to groups to make node fall when no node is "touching" the node.
Dependencies
default

Download
https://github.com/bas080/falling_items ... master.zip
...or check out the code https://github.com/bas080/falling_items

Compatible mods
Plants
Vines
Bamboo
Flags

License
WTFPL for LUA/CODE
Last edited by Bas080 on Fri Feb 15, 2013 04:30, edited 1 time in total.

User avatar
SegFault22
Member
Posts: 872
Joined: Mon May 21, 2012 03:17
Location: NaN

by SegFault22 » Post

+1
Good job, it's kinda annoying how people make a tunnel and try to widen it, leaving the torches floating as they go...
"All we need it the right major crisis and the nations will accept the new world order."

u34

by u34 » Post

cool effects... nice mod ...

User avatar
Jeija
Member
Posts: 686
Joined: Fri Dec 23, 2011 21:46
Location: Nürtingen, Germany

by Jeija » Post

Should be part of the default game. Maybe you could also make all none-walkable nodes falling?
Last edited by Jeija on Mon Sep 10, 2012 17:31, edited 1 time in total.
Redstone for minetest: Mesecons (mesecons.net)

User avatar
Calinou
Moderator
Posts: 3169
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou
Location: Troyes, France
Contact:

by Calinou » Post

Jeija wrote:Should be part of the default game. Maybe you could also make all walkable nodes falling?
In my opinion, it should not (with a few exceptions maybe, such as saplings). Being able to place floating items is very useful for creative builds.

If all walkable nodes fell, then there would be no caves and insane CPU usage.

User avatar
Jeija
Member
Posts: 686
Joined: Fri Dec 23, 2011 21:46
Location: Nürtingen, Germany

by Jeija » Post

OK, so then make a falling group.
Redstone for minetest: Mesecons (mesecons.net)

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

Jeija wrote:OK, so then make a falling group.
+1

User avatar
Bas080
Member
Posts: 398
Joined: Mon May 21, 2012 15:54
GitHub: bas080
IRC: bas080
In-game: bas080
Location: Netherlands

by Bas080 » Post

I like the non walkable nodes idea. That way mod installers don't have to add groups to default nodes etc... Plant like types only fall when beneath it is digged. Torch like, fall when the node to which it is connected is digged.

What about mese wire? Isn't that a node box? ... maybe also a falling group for certain nodes for certain mods that want falling nodes but don't want them to be non walkable.

So i guess i have to do both... :D (but first chess mod or portal mod)

User avatar
Bas080
Member
Posts: 398
Joined: Mon May 21, 2012 15:54
GitHub: bas080
IRC: bas080
In-game: bas080
Location: Netherlands

by Bas080 » Post

Update has been made. Now makes use of groups.

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

There already is a group called "attached_node" in the default engine code.

User avatar
Bas080
Member
Posts: 398
Joined: Mon May 21, 2012 15:54
GitHub: bas080
IRC: bas080
In-game: bas080
Location: Netherlands

by Bas080 » Post

PilzAdam wrote:There already is a group called "attached_node" in the default engine code.
Just to avoid a mix-up, I made a separate group. I think "attached_node" already has a similar function.
lua_api wrote: - attached_node: if the node under it is not a walkable block the node will be dropped as an item. If the node is wallmounted the wallmounted direction is checked.
This functionality is already implemented in minetest. :S

So what could I do to make the mod more then a copy of an already and better implemented function.

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

Bas080 wrote:So what could I do to make the mod more then a copy of an already and better implemented function.
That was my question.

markveidemanis
Member
Posts: 211
Joined: Thu Sep 27, 2012 15:41

by markveidemanis » Post

Will skyblock work now?
BitCoin: 1Eq4arvykGNa1YC2DbJpWcwGfMvtFGjAoR

User avatar
GloopMaster
Member
Posts: 213
Joined: Wed Aug 01, 2012 18:03
Location: http://minetest.net/forum/

by GloopMaster » Post

attached_node should check for wallmounted, and then only drop as an item when the connected surface is dug, not just the underlying one.
Meow.

That is all.

User avatar
PilzAdam
Member
Posts: 4026
Joined: Fri Jul 20, 2012 16:19
GitHub: PilzAdam
IRC: PilzAdam
Location: Germany

by PilzAdam » Post

GloopMaster wrote:attached_node should check for wallmounted, and then only drop as an item when the connected surface is dug, not just the underlying one.
It does this (have you ever digged the node to wich the torch is wallmounted in 0.4.4?).

User avatar
Bas080
Member
Posts: 398
Joined: Mon May 21, 2012 15:54
GitHub: bas080
IRC: bas080
In-game: bas080
Location: Netherlands

by Bas080 » Post

Added new group. Does what it says with less inconsistencies compared to default falling items. Pls insert in default.

Post Reply

Who is online

Users browsing this forum: rudzik8 and 28 guests