[Mod] Falling nodes [1.5] [falling_items]

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Bas080
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[Mod] Falling nodes [1.5] [falling_items]

by Bas080 » Sun Jul 22, 2012 01:13

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/archive/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.
 

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by SegFault22 » Mon Sep 10, 2012 02:37

+1
Good job, it's kinda annoying how people make a tunnel and try to widen it, leaving the torches floating as they go...
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by cHyper » Mon Sep 10, 2012 05:31

cool effects... nice mod ...
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Jeija
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by Jeija » Mon Sep 10, 2012 11:43

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.
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by Calinou » Mon Sep 10, 2012 16:48

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.
 

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by Jeija » Mon Sep 10, 2012 17:32

OK, so then make a falling group.
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by Bas080 » Sat Sep 15, 2012 16:44

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)
 

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by Bas080 » Fri Jan 11, 2013 03:57

Update has been made. Now makes use of groups.
 

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by PilzAdam » Fri Jan 11, 2013 14:04

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

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by Bas080 » Fri Jan 11, 2013 15:43

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.
 

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by PilzAdam » Fri Jan 11, 2013 15:52

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.
 

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by markveidemanis » Fri Jan 11, 2013 16:49

Will skyblock work now?
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by GloopMaster » Fri Jan 11, 2013 17:22

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.
 

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by PilzAdam » Fri Jan 11, 2013 17:26

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?).
 

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by Bas080 » Thu Jan 24, 2013 01:58

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


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