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CollapseStory
DBy DreamEater
Adds structural and material physics to building blocks, and greatly expands beam functionality.
Description
<span style="color: #000000;">A Wilderlands Community Mod - Discord channel</span>
<span style="color: #000000;">BETA - possible bugs and unbalanced blocktype and material values. </span>
<span style="color: #000000;">CURRENT NEWS - v0.8.7:</span>
- <span style="color: #000000;">Remember, if stuff breaks, roll-back to a previous version. If you also report the bug, you make me very happy, yay.</span>
- <span style="color: #000000;">v0.8.7 is small hotfix for more robust server performance when running tasshardcorewinter. snow no longer triggers structural re-evaluations at all, compared to earlier fix: vanilla snow, snow layers, snow-covered block variants and tasshardcorewinter snow ignored, in ruins and player builds (snow melting out from under a block still triggers reeval/ lost groundsupport). </span>
- <span style="color: #000000;">v0.8.6 Big One: compatches for Aldi's classes, Stone Bake Oven, Immersive Woodworking, Salty's Falling Trees, all Floral Zones trees, Steelmaking Expanded, Pipes and Power Expanded.</span>
- <span style="color: #000000;">New Blocktype! : quartered and debarked quartered slabs. Lemme know if the axe-based recipe overlaps with either compatted or non-compatted mods.</span>
- <span style="color: #000000;">fall-sound domain fixes</span>
- <span style="color: #000000;">stonebrick* recipes set to output 2</span>
- <span style="color: #000000;">corrected modinfo.json to universal client-server required</span>
<span style="color: #000000;">CURRENT BUGS/BALANCING - v0.8.7:</span>
- <span style="color: #000000;">Section pending player feedback and dev testing.</span>
- <span style="color: #000000;">Bugs: </span>
- <span style="color: #000000;">Aged/ruined ladder wrong texture while falling, vanilla thing</span>
- <span style="color: #000000;">Beam anchoring into void half of partial blocks giving structural load still possible at odd aim angles.</span>
- <span style="color: #000000;">Snow in vanilla has fallsideways set to false, so a snow block can only fall through a roof, which it then sometimes does in collapsestory especially for thatch, since the roof rests on beams, not another block. I'll look into possible solutions that dont destroy vanilla snow functionality.</span>
- <span style="color: #000000;">Compats:</span>
- <span style="color: #000000;">Wadjustments' application of needing a pickaxe (or at the least some other tool, maybe hammer) to break vanilla cobble is not yet applied natively to the collapsestory mortared variants.</span>
- <span style="color: #000000;">Balance: </span>
- <span style="color: #000000;">shingles not covered by new mortar types</span>
- <span style="color: #000000;">exotic blocks (chimneys, chutes, etc.) not yet covered by neither unstablefalling nor structuralload behavior.</span>
- <span style="color: #000000;">chiselled glass crush (like a chiselled thin glass vertical block) still too weak, will get fixed at some point soon.</span>
- <span style="color: #000000;">vanilla tarnished metal beams and rope beams currently compute as wood.</span>
- <span style="color: #000000;">from wilderlands server testing, several stick support beams in same blockspace seem to be able to carry 1m3 cobblestone blocks, needs balance.</span>
- <span style="color: #000000;">balance review of shingle block weight and bending|tensile strength pending in the next version.
</span>
- <span style="color: #000000;">Exploits:</span>
- <span style="color: #000000;">rock blocks, if mined, can be placed on ground in a pillar, which then gives high groundbeta (support) to structural blocks, no matter the vanilla possibly limitless height of the rock pillar.</span>
- <span style="color: #000000;">dried cob or mudbrick walls can be removed and then carried and replaced as dried blocks, probably needs the same treatment as cobble (drops recipe components on breaking them).</span>
- <span style="color: #000000;">as of yet no implemented way of deactivating the collapse radial for players/clients building persistently in ruins/worldgenned structures, resulting in much smaller collapses if players build unstable structures in ruins.</span>
<span style="color: #000000;">NOT IMPLEMENTED YET</span>
- <span style="color: #000000;">Tutorial videos on the mod db page.</span>
- <span style="color: #000000;">User-friendly beam placement in air probably via a cell grid and a hotkey to enable mouse button maneouvering in the cell grid.</span>
- <span style="color: #000000;">Beam-on-Beam placement and physics, for all your structural skeleton needs.</span>
- <span style="color: #000000;">Non-player-chunk-based wind collapsing: Currently the wind only knocks over structures if the player is present in the chunk, a wind history backtrack in non-loaded areas upon players entering them will be added in later versions.</span>
- <span style="color: #000000;">Entity-based weight application to</span><span style="color: #000000;"> blocks </span>fancy words for if you or a drifter or mountain goat walks on your thatch roof or similar unstable/weak structure, the structure might collapse
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