[Mod] Super Duper Walls! [sdwalls]

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Linuxdirk
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[Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post


Super Duper Walls! or SD Walls for short adds modular flexible walls to Minetest.


Functionality

The mod adds walls from various different base nodes like cobblestone or stone bricks. The walls automatically connect to all other walls created by SD Walls.

In addition to that wall pillars are automatically created where applicable.
  • At all corners
  • At all T-junctions
  • At all wall ends
  • If the wall stands alone
  • If the wall is surrounded by other walls
If a wall is not in one of the above positions nothing will happen to it and it remains as a wall.
If you want to use a pillar/wall where usually a wall/pillar would be placed just punch the wall while wielding a wall. The punched wall will then toggle between the pillar form and the wall form.

Please note: This toggled type will be updated according to the neighbors when placing a wall adjacent to the toggled wall and has to be re-set as wanted at no cost.

Image
Various different walls connected in various ways.

Crafting the walls added by SD Walls is similar to crafting the normal walls but minus one node.

Image

Putting a wall in the crafting grid returns one of the base nodes, too.

Obtaining the mod

Depends: none (due to delayed node registration)
License (all): MIT License,
Download: Latest version
… or better use Git: https://git.0x7be.net/dirk/sdwalls.git
Last edited by Linuxdirk on Sun Jul 16, 2023 19:20, edited 8 times in total.

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Re: [Mod] Super Duper Walls! [sdwalls]

by ChimneySwift » Post

This looks really cool.

Nice one.
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Re: [Mod] Super Duper Walls! [sdwalls]

by Desour » Post

Eh, the wood wall has the same recipe as the minetest_game/mods/doors trapdoor.
In the video, the mod seems nice, it's so simple.
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Re: [Mod] Super Duper Walls! [sdwalls]

by ExeterDad » Post

I like them. And the video as well.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

DS-minetest wrote:Eh, the wood wall has the same recipe as the minetest_game/mods/doors trapdoor.
In the video, the mod seems nice, it's so simple.
Of ffs … you’re right. I was so focused on getting the walls done that I totally forgot about all other aspects of the game. I just altered the recipe and documentation. It should now work with all Minetest Game mods.

And simple, yes, that was my intention. Easy to understand and simple to use super duper cool walls! :)

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Re: [Mod] Super Duper Walls! [sdwalls]

by sorcerykid » Post

I've been dreaming of a mod like this for ages! Thus far I've been making do with normal walls, but this is a much superior alternative from an aesthetic standpoint..

Also, I got a chuckle looking at that Github issue. I've gotten in the habit of publishing "git diffs" so that users can manually backport features and bugfixes that rightfully should be patched in 0.4.x ;)

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

sorcerykid wrote:I've been dreaming of a mod like this for ages! Thus far I've been making do with normal walls, but this is a much superior alternative from an aesthetic standpoint..
Haha, yes, me to :) I always wondered why this wasn’t already implemented in the default walls mod until I implemented it by myself figuring out the best practice on updating, screw over and start again several times during the weekend.

The wall design is based the walls of on my soon-to-be discontinued xFurniture mod.
sorcerykid wrote:Also, I got a chuckle looking at that Github issue.
Regarding development decisions I’m in the shrug off state.

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Re: [Mod] Super Duper Walls! [sdwalls]

by v-rob » Post

Wait, disconnected boxes are going to be a thing? That will be so useful for whatever awesome ideas I had (I forgot what they were because I thought they were impossible to do easily :/)
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Now supporting moreblocks:

Image
Cactus bricks, grey bricks, and iron stone bricks

Of course all connectable with the other walls.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

I think of dropping support for half of the wooden walls, or to be more specific, all walls made from the “raw tree nodes” (the tree trunks). I’m not sure about dropping the planks, too.

I want to focus on wall materials and wooden planks are not the material one usually builds walls from, right?

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Re: [Mod] Super Duper Walls! [sdwalls]

by Lone_Wolf » Post

Linuxdirk wrote:I think of dropping support for half of the wooden walls, or to be more specific, all walls made from the “raw tree nodes” (the tree trunks). I’m not sure about dropping the planks, too.

I want to focus on wall materials and wooden planks are not the material one usually builds walls from, right?
Give it a setting? People sometimes choose what wall to use for their build by the looks. Not the material
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Yes, actually you’re right. So let’s configure all the things :)

Image

Those are logical groups not node groups. Readme was updated, too.

https://gitlab.com/4w/sdwalls#configuration

Conclusion: If anyone used wooden wall types before or plans doing so: you need to add sdwalls_use_default_wood = true to your minetest.conf file.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

All walls and pillars now connect to their respective base nodes (no interconnections between different wall base nodes and full nodes are made, e.g. cobblestone walls and stone brick nodes do not connect). All other features are untouched.

Image

To disable this functionality set sdwalls_connect_to_base = false in your minetest.conf.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Walls can now configured to not connect to walls of different types.

Image

Make sure to read the usage instructions for this feature.

Get from GitLab or wait till Content DB is updated.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Please note: The most recent Git version is only compatible with Minetest 5.0.0-dev. A Git tag for 0.4.17 was created. See first post.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

As you might see from the first post screenshots the wall design now resembles the default wall design. All other functionality remains exactly the same.

Overall the walls are 2/16 higher than the default walls.

Image

Read here why.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

As you might have noticed already: The pillars design changed a little again. It now looks more like the original xFurniture walls again.

In other news: SD Walls now supports all Morebricks nodes.

Image

Update will be pushed through CDB soon.

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Re: [Mod] Super Duper Walls! [sdwalls]

by CalebJ » Post

Thank you very much, Linuxdirk! Maybe I'll add this to our server.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Lone_Wolf » Post

I think one of the mods I have enabled is breaking this one. Not sure which though, any ideas?
(I haven't managed to discover which, I have quite a few mods enabled...)
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Mmmh, SD Walls is very self-contained but it is pretty visibly not working properly for you.

From what I can see: Neither do the disconnected nodeboxes disappear when connected (1st and 3d stacked pillar) nor do the connected nodeboxes appear (everything between the pillars). The detection of whether to place a pillar or wall seem to work.

Check for mods that modify any of the node’s definitions node_box table entries (this is where the connected and disconnected nodeboxes are defined) or that alter how nodes are placed.

In my testing environment SD Walls works as expected when all of this mods are enabled (some of them are not published so they can be ignored).

Code: Select all

0x7be_dump
0x7be_hud
3d_armor
bakedclay
basic_materials
beanstalk
bolts
borders
builtin_item
caverealms_lite
cement
connected_chests
craftguide
digilines
display_modpack
ethereal
farming
free_from_andoid
hrcd
hunger_ng
lessblocks
luautils
mesecons
mobs_animal
mobs_monster
mobs_redo
moreblocks
morebricks
moreores
mtimer
pipeworks
pixelart
redef
sdwalls
streetlights
technic
tempnode
test
timespeed
travelnet
uniham
worldedit
xfurniture
xtend
Are you on the latest versions of SD Walls, Minetest Game, and Minetest?

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Re: [Mod] Super Duper Walls! [sdwalls]

by Lone_Wolf » Post

Linuxdirk wrote:Are you on the latest versions of SD Walls, Minetest Game, and Minetest?
SDWalls works with one world that doesn't have all of the same mods but it fails in another world with a few other mods.
The mod, MTG, and Minetest are all the same. Only the world and the mods enabled are different.
These are my mods:

Code: Select all

3d_armor
ambience
anvil
awards
bakedclay
bike
bonemeal
bucket_wooden
caverealms
cg_plus
coloredwood
easyvend
email
emote
endless_apples
farming
fire_plus
hangglider
hbarmor
hbhunger
hbsprint
hedges
hopper
hot_air_balloons
hudbars
item_drop
itemframes
itemshelf
lavastuff
mobs
mobs_animal
mobs_cow
mobs_monster
morelights
multihome
multitools
notices
pbj_pup
player_monoids
player_textures
pm_sound
protector
replacer
sdwalls
shooter
simple_skins
sneak_glitch
spawnpoint
superpick
toolranks
travelnet
ts_furniture
under_sky
unifiedbricks
unifieddyes
waffles
wield3d
wielded_light
wine
woodcutting
worldedit
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

I can’t test all of them of course. Please make a mod list for both of the worlds and list the differences.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Lone_Wolf » Post

I've found the culprit. It was the mod I least expected though. Would this be an issue for that mod or this one?
https://github.com/everamzah/superpick

EDIT: Hmmmm. It looks like they may have some pointless code in there. I'll fiddle around and see...
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Lone_Wolf wrote:I've found the culprit. It was the mod I least expected though. Would this be an issue for that mod or this one?
I’d say it’s an issue for the superpick mod. Their minetest.after in init.lua seems to somehow mess with the (dis)connected nodebox functionality.

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Re: [Mod] Super Duper Walls! [sdwalls]

by jas » Post

I'm sorry for that mod, lol. Maybe you can increase the minetest.after delay time from 0.1 to a higher value. Maybe you can use some new 5.0 feature that waits until all other mods are loaded (I forget the name).

Perhaps there is a race condition.

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