[Mod] Clump Fall Nodes [clumpfall]

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Noodlemire
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[Mod] Clump Fall Nodes [clumpfall]

by Noodlemire » Mon Jun 11, 2018 04:12

This mod is designed to set most typical nodes, including ones added by other mods, so that they fall in a very particular way: They will only start falling if there are no Clump Fall Nodes connected to their bottom side, edges, or corners, and they will not fall all at once, but rather a continuous series of "clumps", each about one second after another. This falling method is used to reduce lag overall when a large amount of nodes come loose and begin falling, as instead of 100+ nodes slowing down the world, several sets of 10+ nodes will cascade down with only minimal slowing to anything else. Additionally, due to the nature of how a Clump Fall Node is determined to be needing to fall or not, pyramid structures are often very effective for construction under this mod, and also very often form inside caverns and over structures that have large, easily collapsable ceilings.

Nodes that are considered to be "Clump Fall Nodes" are everything that falls outside of the Falling Nodes, Attached Nodes, Liquid, and Unbreakable groups. Anything that doesn't belong to those groups, including nodes that are registered by other mods, will fall into this category.

This is far from my first ever program, but it is my first time writing anything in Lua. Wish me luck.

As for screenshots, what is shown here is essentially a "comic" consisting of 6 screenshots, detailing the process of the collapse of the roof of a cave, which was initially formed by a lot of explosions. Though the light is low, through sillhouettes formed by nodes in the bright fog, you can see somewhat of step-by-step process of how these stone blocks are falling, the first and last images especially being usable as before/after photos.

Screenshots:
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Dependency: entitycontrol (viewforum.php?f=9)
Repository: https://github.com/Noodlemire/clumpfall
Liscense: Apache 2.0, https://github.com/Noodlemire/clumpfall ... ICENSE.txt
Downloads:
Last edited by Noodlemire on Fri Jun 15, 2018 17:19, edited 1 time in total.
 

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RSLRedstonier
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Re: [mod] Clump Fall Nodes [clumpfall]

by RSLRedstonier » Mon Jun 11, 2018 14:05

interesting concept.
"A programmer is just a tool which converts caffeine into code"

try out my skytest mod always being updated!
https://forum.minetest.net/viewtopic.php?f=9&t=17568
 

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Re: [mod] Clump Fall Nodes [clumpfall]

by Lord_Vlad » Wed Jun 13, 2018 17:52

Yaay, I was looking forward to a mod that would make some kind of cave-ins, Looks great.

Won't it completly destoy houses though ? How do you make a house that resists this ?

Could you make it so it doesn't affect at least some groups of nodes : plancks and maybe woods...

Also, won't it ruin the surface ? Like, not only create big holes but also make trees and leaves fall all over ?

I don't have the time to test rn, so maybe some of these questions are an obvious no after 5 sec, sorry if it's the case.
 

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Re: [mod] Clump Fall Nodes [clumpfall]

by Noodlemire » Wed Jun 13, 2018 18:52

Lord_Vlad wrote:Yaay, I was looking forward to a mod that would make some kind of cave-ins, Looks great.

Won't it completly destoy houses though ? How do you make a house that resists this ?

Could you make it so it doesn't affect at least some groups of nodes : plancks and maybe woods...

Also, won't it ruin the surface ? Like, not only create big holes but also make trees and leaves fall all over ?

I don't have the time to test rn, so maybe some of these questions are an obvious no after 5 sec, sorry if it's the case.


Nope, houses are perfectly capable of being made because clump fall nodes won't fall down if their lower edges or corners are connected to other clump fall nodes. This means that as long as you have a triangular roof, it won't fall down. Support pillars will also work in preventing a 3x3 area of flat roofing from falling down (technically 5x5 area if the outermost roof tiles are right next to walls). Also, it's surprisingly difficult to make underground nodes fall down enough to affect the surface due to this. As for trees, the outermost leaves will tend to fall if you punch them, but most stay until you start actually cutting down the tree. Once you remove the base, a tree will usually fall down pretty quickly. Not entirely sure how noticable this is if you haven't read too deeply into how it all works, but you definitely won't see literally everything falling down.

Also, decided to make this as an example of a house that doesn't have anything collapsable in it, with only two support beams necessary (probably could've only had one, but I didn't want anything blocking the path from the door to the fireplace.)
Image
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Re: [mod] Clump Fall Nodes [clumpfall]

by texmex » Wed Jun 13, 2018 19:53

Excellent stuff, thank you! This is one of those mods that really modifies the gameplay.
 

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Re: [mod] Clump Fall Nodes [clumpfall]

by Astrobe » Fri Jun 15, 2018 16:36

So it works on trees too. That's an important features too, because of those players who on or two blocks out of a trunk and proceed with the next tree.

However, I'm a bit worried of the effect of this mod on mgv7, which tends to create a lot of "hanging nodes". Has someone tested this configuration?
Last edited by Astrobe on Fri Jun 15, 2018 17:40, edited 1 time in total.
 

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Re: [mod] Clump Fall Nodes [clumpfall]

by Noodlemire » Fri Jun 15, 2018 17:16

Astrobe wrote:So it works on tree too. That's an important features too, because of those players who on or two blocks out of a trunk and proceed with the next tree.

However, I'm a bit worried of the effect of this mod on mgv7, which tends to create a lot of "hanging nodes". Has someone tested this configuration?

I've been using V7 for my testing, the typical behavior of those nodes is similar to generated sand and gravel; those nodes will linger in the air, but only until they recieve an update from a nearby punched, placed, or dug node. Pretty much the same behavior that I expect from Clump Fall Nodes in general.

RSLRedstonier wrote:interesting concept.

Lord_Vlad wrote:Yaay, I was looking forward to a mod that would make some kind of cave-ins, Looks great.

texmex wrote:Excellent stuff, thank you! This is one of those mods that really modifies the gameplay.

Thank you all for the supporing words, they mean a lot.

Thus, I'm happy to annouce a decently sized update for this mod: Version "Clump The Second" This is mostly a bug-fix update, but it also now lets beds fall, as well as other nodes with their own on_punch events such as mesecon switches, which previously did not clump fall. Other bugs fixed include:
    *Falling nodes and Attached nodes lingering in the air after Clump Fall Nodes fall down
    *Floating Clump Fall Nodes not falling down if sand lands on them
    *Beds no longer split in half, spawn other half beds, make other nodes vanish, etc. when falling
    *Clump Fall Nodes trying repeatedly to fall down if the only nodes underneath them are walkable but non-Clump Fall Nodes such as Sand or Bedrock

That being said, there are other in-file additions, such as a changelog.txt for a more thorough list of changes to the code itself, and a depends.txt. Yes, this does mean that there is a dependency, which is for the entitycontrol mod I made. This was used to fix some of bugs listed above, and can be found at viewtopic.php?f=9&t=20264

You can download this version here: https://mega.nz/#!r2ZhkboJ!0TAlXWbUil7p ... YvEjWyNBGM
 

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Re: [mod] Clump Fall Nodes [clumpfall]

by Krock » Fri Jun 15, 2018 17:31

Noodlemire wrote:You can download this version here: https://mega.nz/#!r2ZhkboJ!0TAlXWbUil7p ... YvEjWyNBGM

If I may ask - where's the difference between the automatic by GitHub provided zip and your mega link? Both seem to contain very similar if not the identical code.
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Re: [mod] Clump Fall Nodes [clumpfall]

by Noodlemire » Fri Jun 15, 2018 17:37

Krock wrote:
Noodlemire wrote:You can download this version here: https://mega.nz/#!r2ZhkboJ!0TAlXWbUil7p ... YvEjWyNBGM

If I may ask - where's the difference between the automatic by GitHub provided zip and your mega link? Both seem to contain very similar if not the identical code.


It's mostly just a mirror for anyone who prefers it over github's downloads, as well as something that someone can use in case something goes wrong with one of the links, however low the chances are.
 


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