Calinou, your bedrock is likely to be breakable in a lot of events. I know for sure it is breakable by Minetest Game's TNT (0.4.12) as well as Carbone's TNT (unknown version), and your mod does not even bother to try using on_blast.
Minetest Game's TNT supports on_blast, but only in development version, not in 0.4.12 yet.
I don't know about Carbone's current state, but you may want to update your TNT mod in Carbone as well.
People have discovered other ways to destroy bedrock in my mod, so I fixed most of them. Your bedrock is probably vulnerable to the node swapper, the mining lasers from Technic, a jackhammer from some unknown mod. It could be moved by the sticky piston from Mesecons (you can defend against that!).
Your bedrock does not even use the immortal group.
Have a look into my Bedrock mod [bedrock2] thread here:
viewtopic.php?f=9&t=11271It has many infos, especially regarding “hostile” mods.
Long story short, I was able to defend my bedrock against most destructions (not everything yet!) with this code:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
- Code: Select all
minetest.register_node("bedrock2:bedrock", {
description = "Bedrock",
tiles = {"bedrock2_bedrock.png"},
groups = {immortal=1, not_in_creative_inventory=1},
sounds = { footstep = { name = "bedrock2_step", gain = 1 } },
is_ground_content = false,
on_blast = function() end,
can_dig = function() return false end,
diggable = false,
drop = "",
})
if minetest.get_modpath("mesecons_mvps") ~= nil then
mesecon:register_mvps_stopper("bedrock2:bedrock")
end
Well, unless you intended for your bedrock to be actually be breakable. ;-)
But I wouldn't understand why.
No dependencies on non-default mods.
Please don't write stuff like that, because this does not tell exactly which dependencies
are, in fact, required. In this case, it depends on default. Just write something like:
Depends on: default