Difference between revisions of "Falling Node"
m (passable) |
ROllerozxa (talk | contribs) (Block -> Node) |
||
(14 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
− | A '''falling | + | {{Languages|nocat=1}} |
− | We also call | + | {{Object Data |
+ | |name=Falling Node | ||
+ | |image=Falling Node.png | ||
+ | |entitystring=__builtin:falling_node | ||
+ | |collides_with_objects=Yes | ||
+ | |collides_with_blocks=Yes | ||
+ | |health=∞ | ||
+ | }} | ||
+ | A '''falling node''' is an [[Objects|object]] which appears when a node ''capable of falling'' (like [[Sand]] or [[Gravel]] in Minetest Game) starts to fall. | ||
+ | We also call nodes capable of falling ''physical nodes'', while with “falling node”, we refer to the moving object which is ''actually'' falling. | ||
== Triggering a fall == | == Triggering a fall == | ||
− | Normally, physical | + | Normally, physical nodes rest on top of solid nodes. As soon the “support” below a physical node is dug (or replaced with any [[:Category:Passable|passable]] node like [[air]] or [[water]]), the node starts to fall. It is rarely possible that a physical node is free-floating. A [[Map generator]] might sometimes generate floating sand. This is not an accident. In this calse, physical nodes don't fall automatically. But they start to fall when they have been punched or receive an update. If a node starts to fall, it also updates its direct neighbors. There are other ways in which physical nodes can receive an update. This means, punching a node of floating sand in a large patch of floating sand will cause a chain reaction and a complete collapse. |
− | |||
− | It is rarely possible that a physical | ||
− | |||
− | In this calse, physical | ||
− | This means, punching a | ||
== After the fall == | == After the fall == | ||
− | The falling | + | The falling node stops when it hits a solid node. Now one of two things happens: |
− | + | * If at the landing position there was a replacable node (examples in Minetest Game: [[water]], [[air]], [[flower]], [[grass]]), it will be destroyed | |
− | * If at the landing position there was a replacable | + | * If at the landing position there was a non-replacable node (example in Minetest Game: [[torch]]), the node will drop as an item. |
− | * If at the landing position there was a non-replacable | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [[Category:Engine]] |
Latest revision as of 14:14, 18 April 2024
Language: | English • Bahasa Melayu |
---|
Falling Node | |
---|---|
An object in Luanti | |
Health | ∞ |
Object collision | Yes |
Block collision | Yes |
Entitystring | __builtin:falling_node |
A falling node is an object which appears when a node capable of falling (like Sand or Gravel in Minetest Game) starts to fall. We also call nodes capable of falling physical nodes, while with “falling node”, we refer to the moving object which is actually falling.
Triggering a fall
Normally, physical nodes rest on top of solid nodes. As soon the “support” below a physical node is dug (or replaced with any passable node like air or water), the node starts to fall. It is rarely possible that a physical node is free-floating. A Map generator might sometimes generate floating sand. This is not an accident. In this calse, physical nodes don't fall automatically. But they start to fall when they have been punched or receive an update. If a node starts to fall, it also updates its direct neighbors. There are other ways in which physical nodes can receive an update. This means, punching a node of floating sand in a large patch of floating sand will cause a chain reaction and a complete collapse.
After the fall
The falling node stops when it hits a solid node. Now one of two things happens: