[mod] Trample path [trample_path]

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burli
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[mod] Trample path [trample_path]

by burli » Sat Mar 11, 2017 10:15

This mod creates a trample path with slightly lowered nodes. You can create a path by patting the nodes with the shovel (rightclick) or optionally by walking over.

You can create path on dirt, sand, gravel and snow. Plants like grass, flowers and mushrooms have to trampled down first.

Github: https://github.com/MarkuBu/trample_path
Download: https://github.com/MarkuBu/trample_path ... master.zip

Video: https://youtu.be/wZWeagnbQM8

Dependencies: default

Licence: DWYWPL

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Last edited by burli on Sun Mar 12, 2017 21:39, edited 8 times in total.
 

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Re: [mod] Trample path [wip]

by DS-minetest » Sat Mar 11, 2017 10:36

I like it!
Does grass grow on the path, so dirt_with_grass path? I hope not.
On the right I can see a gravel path, is it made out of gravel and shovel? You didn't write anything about it.
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Re: [mod] Trample path [wip]

by burli » Sat Mar 11, 2017 11:06

DS-minetest wrote:I like it!
Does grass grow on the path, so dirt_with_grass path? I hope not.
On the right I can see a gravel path, is it made out of gravel and shovel? You didn't write anything about it.


no, grass doesn't grow on the dirt.

This mod isn't finished yet. I think about adding a trample path in sand too. And I think all path will be made with the shovel.

I also think about to optionally create the trample path automatically. Every time you walk over a node a counter is incremented and after a while a path appears
 

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Re: [mod] Trample path [wip]

by azekill_DIABLO » Sat Mar 11, 2017 11:30

so cool! +1
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Re: [mod] Trample path [wip]

by burli » Sat Mar 11, 2017 11:58

My plan is, that dirt with grass is converted to normal dirt first and if you don't walk over the same node for a while it will be covered with grass again. If you walk over dirt it will be converted to the trample path. Maybe I change the texture for that
 

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Re: [mod] Trample path [wip]

by burli » Sat Mar 11, 2017 16:45

First release. Link in the first post
 

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Re: [mod] Trample path [wip][trample_path]

by burli » Sun Mar 12, 2017 09:04

Trample path now generated by walking. Video at first post

Suggestions for improvements are welcome
 

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Re: [mod] Trample path [wip][trample_path]

by D00Med » Sun Mar 12, 2017 10:19

Cool, nice mod
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Re: [mod] Trample path [wip][trample_path]

by burli » Sun Mar 12, 2017 10:39

Now you have to trample down grass, flowers and mushrooms first and you can disable the function to trample down everything by walking over
 

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Re: [mod] Trample path [wip]

by burli » Sun Mar 12, 2017 14:09

DS-minetest wrote:Does grass grow on the path, so dirt_with_grass path? I hope not.

I made a change to this. Dirt with grass will be converted to regular dirt first, so there is a chance that grass will grow over again.

You also have to trample down grass or flowers first, so there is a chance that grass or flowers spread over again.

I think about to add long running node timer to cover trample paths again with grass and unused paths will disappear over time. But this will be optional.

It is also easy to add support for mods and I would be happy if someone can test this on a server for me. Multiplayer should be supported
 

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Re: [mod] Trample path [wip][trample_path]

by azekill_DIABLO » Sun Mar 12, 2017 15:18

can we have a transition node somethin like 'dirt with step' ?
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Re: [mod] Trample path [wip][trample_path]

by burli » Sun Mar 12, 2017 16:01

azekill_DIABLO wrote:can we have a transition node somethin like 'dirt with step' ?

default:dirt is a transition node between dirt with grass and the trample path dirt. I tried the default footstep overlay, but that looks odd.

Any suggestion and contribution is welcome
 

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Re: [mod] Trample path [wip][trample_path]

by DS-minetest » Sun Mar 12, 2017 16:12

You could use "default:dirt_with_grass_and_footsteps". Then you don't need to register a new node.
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Re: [mod] Trample path [wip][trample_path]

by burli » Sun Mar 12, 2017 16:21

DS-minetest wrote:You could use "default:dirt_with_grass_and_footsteps". Then you don't need to register a new node.

I tried that, but I think the footstep overlay looks strange and it only works works for dirt with grass, not for dry grass or other nodes
 

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Re: [mod] Trample path [trample_path]

by burli » Mon Mar 13, 2017 06:43

Released the mod in version 0.1. I think it is finished
 

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Re: [mod] Trample path [trample_path]

by azekill_DIABLO » Mon Mar 13, 2017 11:57

i will fork it to make te node change to a dirt with step! thank you for contributing to minetest!
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Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

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Re: [mod] Trample path [trample_path]

by ExeterDad » Mon Mar 13, 2017 12:18

This is pretty cool!
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Re: [mod] Trample path [trample_path]

by burli » Mon Mar 13, 2017 12:25

azekill_DIABLO wrote:i will fork it to make te node change to a dirt with step! thank you for contributing to minetest!

If it looks good feel free to make a pull request
 

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Re: [mod] Trample path [trample_path]

by ErrorNull » Tue Mar 14, 2017 14:14

that's cool! i will try it. but question: so when i walk on grass of flowers, they will automatically disappear or be removed? or is that optional behavior? thanks!
 

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Re: [mod] Trample path [trample_path]

by burli » Tue Mar 14, 2017 14:24

In the init.lua file are some lines looking like this

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nodes["flowers:rose"] = {count = 1, replace = "air"}
nodes["flowers:tulip"] = {count = 1, replace = "air"}
nodes["flowers:dandelion_yellow"] = {count = 1, replace = "air"}
nodes["flowers:geranium"] = {count = 1, replace = "air"}
nodes["flowers:viola"] = {count = 1, replace = "air"}
nodes["flowers:dandelion_white"] = {count = 1, replace = "air"}
nodes["flowers:mushroom_red"] = {count = 1, replace = "air"}
nodes["flowers:mushroom_brown"] = {count = 1, replace = "air"}


You can remove them or comment them out with -- at the beginning of each line. But then you will have flowers over your trample path
 


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