

CollapseStory
Adds structural and material physics to building blocks, and greatly expands beam functionality.
Description
<p><span style="color: #000000;"><strong>A Wilderlands Community Mod - </strong><a style="color: #000000;" href="https://discord.gg/HQdPg7n9c"><strong>Discord channel</strong></a></span></p> <p><span style="color: #000000;"><strong>BETA - possible bugs and unbalanced blocktype and material values. </strong></span></p> <p> </p> <p><span style="color: #000000;"><strong>CURRENT NEWS - v0.8.7:</strong></span></p> <ul> <li><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></li> <li><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></li> <li><span style="color: #000000;"><strong>v0.8.6 Big One</strong>: 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></li> <li><span style="color: #000000;">New Blocktype! : <strong>quartered and debarked quartered slabs</strong>. Lemme know if the axe-based recipe overlaps with either compatted or non-compatted mods.</span></li> <li><span style="color: #000000;">fall-sound domain fixes</span></li> <li><span style="color: #000000;">stonebrick* recipes set to output 2</span></li> <li><span style="color: #000000;">corrected modinfo.json to universal client-server required</span></li> </ul> <p> </p> <p><span style="color: #000000;"><strong>CURRENT BUGS/BALANCING - v0.8.7:</strong></span></p> <ul> <li><em><span style="color: #000000;">Section pending player feedback and dev testing.</span></em></li> <li><span style="color: #000000;">Bugs: </span> <ul> <li><span style="color: #000000;">Aged/ruined ladder wrong texture while falling, vanilla thing</span></li> <li><span style="color: #000000;">Beam anchoring into void half of partial blocks giving structural load still possible at odd aim angles.</span></li> <li><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></li> </ul> </li> <li><span style="color: #000000;">Compats:</span> <ul> <li><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></li> </ul> </li> <li><span style="color: #000000;">Balance: </span> <ul> <li><span style="color: #000000;">shingles not covered by new mortar types</span></li> <li><span style="color: #000000;">exotic blocks (chimneys, chutes, etc.) not yet covered by neither unstablefalling nor structuralload behavior.</span></li> <li><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></li> <li><span style="color: #000000;">vanilla tarnished metal beams and rope beams currently compute as wood.</span></li> <li><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></li> <li><span style="color: #000000;">balance review of shingle block weight and bending|tensile strength pending in the next version.<br></span></li> </ul> </li> <li><span style="color: #000000;">Exploits:</span> <ul> <li><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></li> <li><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></li> <li><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></li> </ul> </li> </ul> <p> </p> <p><span style="color: #000000;"><strong>NOT IMPLEMENTED YET</strong></span></p> <ul> <li class="whitespace-normal break-words pl-2"><span style="color: #000000;"><strong>Tutorial videos </strong>on the mod db page.</span></li> <li class="whitespace-normal break-words pl-2"><span style="color: #000000;"><strong>User-friendly beam placement in air</strong> probably via a cell grid and a hotkey to enable mouse button maneouvering in the cell grid.</span></li> <li><span style="color: #000000;"><strong>Beam-on-Beam placement and physics</strong>, for all your structural skeleton needs.</span></li> <li class="whitespace-normal break-words pl-2"><span style="color: #000000;"><strong>Non-player-chunk-based wind collapsing:</strong> 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></li> <li><strong><span style="color: #000000;">Entity-based weight application to</span></strong><span style="color: #000000;"> <strong>blocks </strong></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</li> <li><span style="color: #000000;"><strong>Block degradation </strong>block
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