[Mod] Liquid uprooting, liquid erosion [floodables]

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

[Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Tue Jun 06, 2017 10:19

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
Last edited by texmex on Sun Sep 23, 2018 16:06, edited 3 times in total.
 

User avatar
yzelast
Member
 
Posts: 53
Joined: Sun Oct 02, 2016 01:18
Location: Far Far Away
GitHub: yzelast
In-game: yzelast

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by yzelast » Tue Jun 06, 2017 18:54

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:
  • 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

This suggestions, i think that aren't hard to add and i would be glad to help with this mechanics.
If you are interested just tells me.
Have a free time? So check it out my mods: Real Trees and Wood Plus
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Tue Jun 06, 2017 19:22

Hi yzelast and thanks for trying it out and giving feedback!

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...

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: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.

yzelast wrote:This suggestions, i think that aren't hard to add and i would be glad to help with this mechanics.

Thank you! I'll think of future features.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7459
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Wed Jun 07, 2017 19:13

azekill_DIABLO wrote:great! needs video though.

Yes, you're right. Meanwhile, here's a GIF of the regular floodable feature. And here's a GIF of the erosion feature.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7459
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by azekill_DIABLO » Sat Jun 10, 2017 18:37

wow. seems to be very efficient. and a bit overpowered for erosion. it would allow player to grief/mine gigantic zones with water.
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Sat Jun 10, 2017 23:35

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.

Yes, that's why this feature is opt-in, as I stated in the description.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7459
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Sun Jun 11, 2017 19:59

azekill_DIABLO wrote:yes, good choice. BTW Does it affect protected areas?

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.
 

User avatar
azekill_DIABLO
Member
 
Posts: 7459
Joined: Wed Oct 29, 2014 20:05
Location: OMICRON
GitHub: azekillDIABLO
In-game: azekill_DIABLO
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Mon Jun 12, 2017 15:09

Yes, protection is probably needed.

In the end, this mod is supposed to work as an API for other mods to use.
 

User avatar
Lord_Vlad
Member
 
Posts: 112
Joined: Thu Jul 20, 2017 07:58

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by Lord_Vlad » Mon Apr 30, 2018 22:35

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 },
}


Just wanted to show a use for this great mod. Even with tons of other mods, it allows to clean the ground of an area just by placing some water.

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.
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Tue May 01, 2018 10:21

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.
 

User avatar
Stix
Member
 
Posts: 1282
Joined: Fri Aug 04, 2017 14:19
Location: USA
IRC: nil
In-game: Stix [+alts]

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by Stix » Fri May 11, 2018 14:10

yessssssss now along-side builitin_item i can make an automated water scythe farm.
Hey, what can i say? I'm the bad guy.
Next release of your favorite game? "Bugfixes" --Wuzzy
[OLD]The new Minetest-offtopic can be found here: https://minetestoftopic.createaforum.com/index.php
 

User avatar
csirolli
Member
 
Posts: 129
Joined: Mon Jan 15, 2018 21:46
Location: Florida, USA
GitHub: ChristianSirolli
IRC: CSirolli
In-game: CSirolli

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by csirolli » Wed Jul 04, 2018 03:00

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?
Jesus is the only Way to heaven, the only saving Truth, and the only Life that is worth living.
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Wed Jul 04, 2018 08:49

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?

You may use the drop var to have group:sand drop nothing, if entities is your problem.

I’m not sure, I’d have to look into it. Probably not since the flooding part is handled by the engine itself.
 

User avatar
Starbeamrainbowlabs
Member
 
Posts: 36
Joined: Sat May 26, 2018 11:25
Location: Nowhere, Everywhere, and Somewhere inbetween
GitHub: sbrl

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by Starbeamrainbowlabs » Sat Sep 22, 2018 22:35

The link to builtin_item appears to be broken. Here's what I think s the next-best thing: viewtopic.php?t=3188
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex
 

User avatar
acidzebra
Member
 
Posts: 34
Joined: Sun Sep 10, 2017 09:11

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by acidzebra » Sun Sep 23, 2018 09:43

Sweet mod!

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 } )

with
Code: Select all
minetest.set_node({ x = pos.x, y = pos.y-1, z = pos.z }, {name="air"})

(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!

Image
 

User avatar
texmex
Member
 
Posts: 1062
Joined: Mon Jul 11, 2016 21:08
GitHub: tacotexmex
In-game: texmex

Re: [Mod] Liquid uprooting, liquid erosion [floodables]

by texmex » Sun Sep 23, 2018 16:05

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.
 


Return to WIP Mods



Who is online

Users browsing this forum: No registered users and 3 guests