A horizontal and a diagonal rope ... #4232

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opened 2023-04-19 14:53:00 +00:00 by Boot · 25 comments
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A horizontal and a diagonal rope would be very useful for many applications, especially in shipbuilding. I've been wanting this for a long time, but Kalek's issue #4226 reminded me to write it here.

In the picture you can see a normal rope with a pulley on the right. On the left, the rope. You can place it, but then you can't select or dismantle it. Therefore, the first step would be to make it degradable and a next step would be to make it rotatable for the screwdriver.

And if there is still room for an additional item, a diagonal rope would be great. Alternatively, even an xpane would work.

A horizontal and a diagonal rope would be very useful for many applications, especially in shipbuilding. I've been wanting this for a long time, but Kalek's issue #4226 reminded me to write it here. In the picture you can see a normal rope with a pulley on the right. On the left, the rope. You can place it, but then you can't select or dismantle it. Therefore, the first step would be to make it degradable and a next step would be to make it rotatable for the screwdriver. And if there is still room for an additional item, a diagonal rope would be great. Alternatively, even an xpane would work.
AliasAlreadyTaken added the
1. kind/enhancement
label 2023-04-19 15:00:30 +00:00

Ties in with the mod debiankaios made. With his mod, not only ropes along the axis are possible, but also diagonal. There's also an engine PR to have drawn lines, but those can only be used for new clients I guess.

https://gitea.your-land.de/debiankaios/yl_lines

and

https://github.com/minetest/minetest/issues/10593

Ties in with the mod debiankaios made. With his mod, not only ropes along the axis are possible, but also diagonal. There's also an engine PR to have drawn lines, but those can only be used for new clients I guess. https://gitea.your-land.de/debiankaios/yl_lines and https://github.com/minetest/minetest/issues/10593
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there's also https://content.minetest.net/packages/SFENCE/rope_bridges/, but the comment 14 PAGES OF BRIDGES?! makes it sound like it'd be hard on the node limits

there's also https://content.minetest.net/packages/SFENCE/rope_bridges/, but the comment *14 PAGES OF BRIDGES?!* makes it sound like it'd be hard on the node limits
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Ties in with the mod debiankaios made.

yeah but that creates 1 entity per node, which isn't great for Things.

https://github.com/minetest/minetest/issues/10593

there's an active PR to implement something similar w/out endless entities: https://github.com/minetest/minetest/pull/13020 but i'm not particularly impressed w/ that implementation

> Ties in with the mod debiankaios made. yeah but that creates 1 entity per node, which isn't great for Things. > https://github.com/minetest/minetest/issues/10593 there's an active PR to implement something similar w/out endless entities: https://github.com/minetest/minetest/pull/13020 but i'm not particularly impressed w/ that implementation

Any of those solutions look like a far future. For the galleon in Haven I used a crude but available alternative: moreblocks:rope

image

Any of those solutions look like a far future. For the galleon in Haven I used a crude but available alternative: moreblocks:rope ![image](/attachments/96bb9154-d824-4da2-a0e2-c59ac5876449)
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the first step would be to make it degradable

and a next step would be to make it rotatable for the screwdriver.

And if there is still room for an additional item, a diagonal rope would be great.

Alternatively, even an xpane would work.

What of these look like a far future?

> the first step would be to make it degradable > and a next step would be to make it rotatable for the screwdriver. > And if there is still room for an additional item, a diagonal rope would be great. > Alternatively, even an xpane would work. What of these look like a far future?
Member

we can certainly allow certain rope nodes to be rotatable, but we'd need to be careful which ones - e.g. the ropebox ropes have special logic and aren't suitable.

we can certainly allow certain rope nodes to be rotatable, but we'd need to be careful which ones - e.g. the ropebox ropes have special logic and aren't suitable.

It's also a balancing question. While a vertical rope allows access to areas below the player, which could have been accessed anyways via (death)jump, a horizontal rope suddenly allows access over ridges and if the extension of the ropes do not respect areas, people could use it to access over walls or moats.

It's also a balancing question. While a vertical rope allows access to areas below the player, which could have been accessed anyways via (death)jump, a horizontal rope suddenly allows access over ridges and if the extension of the ropes do not respect areas, people could use it to access over walls or moats.
AliasAlreadyTaken added the
1. kind/balancing
label 2023-04-20 20:53:31 +00:00
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It's also a balancing question. While a vertical rope allows access to areas below the player, which could have been accessed anyways via (death)jump, a horizontal rope suddenly allows access over ridges and if the extension of the ropes do not respect areas, people could use it to access over walls or moats.

oh, i'm firmly against any rope that extends vertically automatically - i'm only in favor of ones you place like a normal node. i suppose i should test them and make a list of what does what

> It's also a balancing question. While a vertical rope allows access to areas below the player, which could have been accessed anyways via (death)jump, a horizontal rope suddenly allows access over ridges and if the extension of the ropes do not respect areas, people could use it to access over walls or moats. oh, i'm firmly against any rope that extends vertically automatically - i'm only in favor of ones you place like a normal node. i suppose i should test them and make a list of what does what
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testing shows that only farming:hemp_rope is suitable

testing shows that only farming:hemp_rope is suitable
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i guess what Boot is actually asking for could be done w/ the ropeboxes rope, if we create a new node w/ the rope's model.

i guess what Boot is *actually* asking for could be done w/ the ropeboxes rope, if we create a new node w/ the rope's model.
flux added the
1. kind/node limit
label 2023-04-20 22:51:49 +00:00
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oh, i'm firmly against any rope that extends vertically automatically - i'm only in favor of ones you place like a normal node.

Me too. For me it would even work with invisible frames and in front a horizontal (rope) segment so it looks like a whole rope from the distance.

> oh, i'm firmly against any rope that extends vertically automatically - i'm only in favor of ones you place like a normal node. Me too. For me it would even work with invisible frames and in front a horizontal (rope) segment so it looks like a whole rope from the distance.
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Is there any news in this regard?

Is there any news in this regard?
Member

A horizontal rope would certainly be welcome. Doing it the conventional way would - as flux already stated - add too many blocks. At least if the rope could be more than horizontal and vertical.

It also depends on the drawtype. A plantlike drawtype (popular with ropes) doesn't work with rotating horizontally. A model or mesh would be required.

A horizontal rope would certainly be welcome. Doing it the conventional way would - as flux already stated - add too many blocks. At least if the rope could be more than horizontal and vertical. It also depends on the drawtype. A plantlike drawtype (popular with ropes) doesn't work with rotating horizontally. A model or mesh would be required.
Member

Is there any news in this regard?

i certainly support this, but all new nodes are blocked behind the moreblocks update, so far as i'm aware.

> Is there any news in this regard? i certainly support this, but all new nodes are blocked behind the moreblocks update, so far as i'm aware.
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Oh, that youngtrees:youngtree2_middle looks near what I would like to have. If that should be craftable...

For the horizontal "rope" I guess morelight:pole_d,param2:3 will work for me too.

Oh, that youngtrees:youngtree2_middle looks near what I would like to have. If that should be craftable... For the horizontal "rope" I guess morelight:pole_d,param2:3 will work for me too.
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Thanks to tour, invisble frames can now be rotated and it was probably tour who came up with the idea of spears that form oblique ropes strung together as in the port of Tenebris. Of course, you are also welcome to continue working on other solutions...

Thanks to tour, invisble frames can now be rotated and it was probably tour who came up with the idea of spears that form oblique ropes strung together as in the port of Tenebris. Of course, you are also welcome to continue working on other solutions...

Woah! What a terrible and most creative hack! :D

Woah! What a terrible and most creative hack! :D
Member

Oh, that youngtrees:youngtree2_middle looks near what I would like to have. If that should be craftable...

those don't look anything like what you might expect: image

> Oh, that youngtrees:youngtree2_middle looks near what I would like to have. If that should be craftable... those don't look anything like what you might expect: ![image](/attachments/5131fae6-376f-4f6f-aeaf-27d860b50ee3)
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So far, at least I couldn't craft these items, but only know the picture in the inventory.

So far, at least I couldn't craft these items, but only know the picture in the inventory.
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Will we have the Leads too? https://content.minetest.net/packages/SilverSandstone/leads/
Member

Will we have the Leads too?
https://content.minetest.net/packages/SilverSandstone/leads/

that looks great. it uses entities, so there is no issue w/ adding new nodes. but the usual caveats about entities causing terrible FPS drops apply. i'll create a new issue about that.

> Will we have the Leads too? > https://content.minetest.net/packages/SilverSandstone/leads/ that looks great. it uses entities, so there is no issue w/ adding new nodes. but the usual caveats about entities causing terrible FPS drops apply. i'll create a new issue about that.

Why does that thing have no repo?!

It's now active on the testserver

Why does that thing have no repo?! It's now active on the testserver
Member

https://content.minetest.net/packages/SilverSandstone/leads/

note that the issue for this is now #4947, i assumed it would get linked here but it isn't

> https://content.minetest.net/packages/SilverSandstone/leads/ note that the issue for this is now #4947, i assumed it would get linked here but it isn't
Member

leads are live. can this be closed?

leads are live. can this be closed?
flux added the
4. step/question
label 2024-01-11 22:07:39 +00:00

Yes :D

Leads are not yet 100% functional, they still disappear under some cicumstances. But that's an issue of its own.

Yes :D Leads are not yet 100% functional, they still disappear under some cicumstances. But that's an issue of its own.
AliasAlreadyTaken added
5. result/fixed
and removed
4. step/question
labels 2024-01-11 22:10:15 +00:00
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Reference: your-land/bugtracker#4232
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