[Abandoned Mod] Killer Nodes [0.1.0] [killer_nodes]

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[Abandoned Mod] Killer Nodes [0.1.0] [killer_nodes]

by Hamlet » Wed Aug 23, 2017 14:25

Adds damage per second to falling nodes and increases fire and lava damage.

This mod has been inspired by Suffocating

Version: 0.1.0 Semantic Versioning
Source code's license: GPLv3

Dependencies: default, fire and stairs modules (found in minetest_game)
Compatible with: Fallen Nodes, Fallen Trees, Experimental mapgen, Darkage

This module is no longer available.
Last edited by Hamlet on Sun Dec 09, 2018 17:42, edited 12 times in total.
 

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Re: [Mod] Killer Nodes [0.1.1] [killer_nodes]

by Hamlet » Wed Aug 23, 2017 19:23

0.1.1 released

- Stairs and slabs disabled due to damage on walking over
- Cactus added
 

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Re: [Mod] Killer Nodes [0.3.1] [killer_nodes]

by ManElevation » Wed Aug 23, 2017 21:26

Nice, I makes more sense that torches give damage
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Re: [Mod] Killer Nodes [0.3.1] [killer_nodes]

by Stix » Thu Aug 24, 2017 22:37

Hamlet wrote:0.3.1 released

- Torches do damage

torches already do damage.
Hey, what can i say? I'm the bad guy.
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Re: [Mod] Killer Nodes [0.3.1] [killer_nodes]

by Hamlet » Thu Aug 24, 2017 22:54

Stix wrote:
Hamlet wrote:0.3.1 released

- Torches do damage

torches already do damage.


Minetest 0.4.16, Minetest Game 0.4.16 - vanilla.
Standing on a torch, nothing happens.
 

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Re: [Mod] Killer Nodes [0.3.1] [killer_nodes]

by Stix » Thu Aug 24, 2017 23:00

wierd, cuz i usually take damage from standing on torches..............
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Re: [Mod] Killer Nodes [0.3.1] [killer_nodes]

by Byakuren » Sat Aug 26, 2017 06:20

Stix wrote:wierd, cuz i usually take damage from standing on torches..............

Are you sure you aren't playing with ethereal?
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Re: [Mod] Killer Nodes [0.1.1] [killer_nodes]

by Lord_Vlad » Sat Aug 26, 2017 20:53

So falling nodes hurt you ? They hurt you when they are falling on you or when you are stuck in them after they fell ?
 

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Re: [Mod] Killer Nodes [0.1.1] [killer_nodes]

by Hamlet » Sat Aug 26, 2017 21:02

Lord_Vlad wrote:So falling nodes hurt you ? They hurt you when they are falling on you or when you are stuck in them after they fell ?


They hurt you when you're stuck in them; heavier/slimey materials do more damage, the idea is that sand will slowly suffocate the character, gravel and cobble will hurt it, slime and mud will drown it.
 

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Re: [Mod] Killer Nodes [0.3.1] [killer_nodes]

by Hamlet » Sun Aug 27, 2017 19:37

azekill_DIABLO wrote:slime?


General name, meant to refer to any dirt+water node; e.g. "silt" in Darkage.
Actually it's dry, but given the name I made the mod handle it as "mud".
 

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Re: [Mod] Killer Nodes [0.4.0] [killer_nodes]

by Hamlet » Mon Aug 28, 2017 21:36

0.4.0 released

- wallmounted and ceiling torches do damage
 

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Re: [Mod] Killer Nodes [0.4.0] [killer_nodes]

by Hamlet » Tue Aug 29, 2017 11:53

azekill_DIABLO wrote:how i do in a mine now?


Have you tried digging tunnels 2 nodes wide? Or just placing the torch in an alcove?
 

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Re: [Mod] Killer Nodes [0.4.0] [killer_nodes]

by azekill_DIABLO » Tue Aug 29, 2017 13:37

i didn't tried at all, cause if i use it with geominer, i'll die with falling sands and i have torches everywhere in my house. I was suggesting to add maybe an option for torch not to make damage. You hold torch in hands anyway, and that don't burn you, i don't see why a torch on a wall would do so.
 

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Re: [Mod] Killer Nodes [0.4.0] [killer_nodes]

by Hamlet » Tue Aug 29, 2017 14:56

azekill_DIABLO wrote:I was suggesting to add maybe an option for torch not to make damage. You hold torch in hands anyway, and that don't burn you, i don't see why a torch on a wall would do so.


This mod is an attempt to make the game's world a bit more similar to the real world, so:

Q: Do I hold a torch in a way that it could damage me? No.
A: Then handheld torches in game don't damage the character.

Q: What happens if I put my face on a wallmounted torch or if I stand on it? It burns my face or my clothes, damaging me.
A: Then torches in game do damage the character, regardless where the torch is placed because it is a fire node.


This is an admittedly "hard core survival" mod, designed for my subgame; thus even if your suggestion sounds reasonable - adding an option to turn off torch damage - I'm not sure that it would make sense for the mod itself: vulnerable to sand and invulnerable to fire?
 

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Re: [Mod] Killer Nodes [0.4.0] [killer_nodes]

by azekill_DIABLO » Wed Aug 30, 2017 07:11

Hamlet wrote:invulnerable to fire?

not what i said. You can walk near a torch without being put on fire. Especially if the detection is on the whole block, it's not very precise, it will act like if torches were permanent flames.
 

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Re: [Mod] Killer Nodes [0.5.0] [killer_nodes]

by Hamlet » Mon Sep 11, 2017 15:35

Release 0.5.0

- Adds support for Castle Masonry (Castles++)
 

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Re: [Mod] Killer Nodes [0.6.0] [killer_nodes]

by Hamlet » Thu Mar 01, 2018 12:37

Release 0.6.0

- Adds damage to cacti
- Adds support for desert_life
- Tweaked floor torches to deal damage only if you stand very close to them or over them.
 

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Re: [Mod] Killer Nodes [0.1.0] [killer_nodes]

by csirolli » Mon Jul 02, 2018 02:47

Where did it go?
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Re: [Mod] Killer Nodes [0.1.0] [killer_nodes]

by Hamlet » Mon Jul 02, 2018 09:55

csirolli wrote:Where did it go?


Trashcan.
Some damage depends on nodes' damage setting.
Some on ABMs (not very performance friendly).
Some on badly designed ABMs.

It needs a complete review and rewrite, but I haven't got the time now.
If you still want to use it, here it is:

killer_nodes_v0.7.0.7z
(13.9 KiB) Downloaded 12 times
 

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Re: [Mod] Killer Nodes [0.1.0] [killer_nodes]

by Astrobe » Thu Jul 05, 2018 19:37

The fact that sand and gravel that fall on the head of the careless miner didn't do any damage bugged me. Adding node damage to them is a brilliant idea I'll reuse.
 

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