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The other issue of above can be apparently fixed with the if (m_speed != old_speed) code block below.īut: "code not complete there, needs additional collision_info != NULL check". IMO this is now going way too off-topic here, opening a new issue about your feature request (!) is probably better. Enables modders to change the fall damage behaviour on a per-node basis (instead of arbitrary criteria like being a nodebox).My minimum criteria for such a feature would be: After that, _then_ we could maybe think of implementing your desired behaviour as a feature which is first _properly designed_ and then _implemented_ (without using the buggy code). I propose to fix this bug (what a proposal!). If you want some “sneaking avoids fall damage” feature, then this bug _still_ needs to be fixed because of the other problems. nodebox/opentype.js: Read and write OpenType fonts using JavaScript. What is not okay is doing this by just abusing an old bug without considering consistency, modding, more general use cases and silently accepting other problems which come with this decision. minetest/minetest: Minetest, an open source infinite-world block sandbox game with. This is okay with me and I definitely do not want to force my gameplay preferences on anyone else. Warning: VERY BAD CODE License: GNU GPL v2 or later. Requires Python 3, NumPy and PyQt4 or PyQt5. I can understand your opinion of wanting some way to avoid fall damage. Nodebox editor for Minetest (free and open source sandbox game). Pretending that this bug is a feature is not leading us to anywhere, it just lowers the quality of the Lua API and makes Minetest's already confusing controls (and to some extent, the gameplay, too) more confusing. Want to create a block where sneak-jumping only works at the edge? This will work, but only if it's not a nodebox. This is reason enough to get rid of this bug.įrom a modding perspective, keeping this bug and pretending it's a feature is a bit insane.įor example: Want to create a block which is proof to sneak-jumping? Sorry, you're out of luck. Once 100 is reached, 8 pieces of input disappear and one block of soil is added to output. Every 30 seconds it adds 10 to the composting progress, so it takes 5 minutes to create a block of soil. This nodebox-vs-cube discrepance makes this “behaviour” inconsistent and depends on a pretty arbitrary attribute (being a nodebox) of a node in order to work. Once there are at least 8 pieces of acceptable inputs are inserted (each input slot is filled), a timer starts. But difficulty is subjective and not my main reason. And for nodeboxes like Minetest Game's snow you don't even have to do that, for those things zero skill is required. Not easy? It's easy as pie, you just have to aim for the edge.
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