[Mod] Super Duper Walls! [sdwalls]

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Linuxdirk
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

jas wrote:Maybe you can use some new 5.0 feature that waits until all other mods are loaded (I forget the name).
Yes, this fixes the problem.

https://github.com/everamzah/superpick/issues/3

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Re: [Mod] Super Duper Walls! [sdwalls]

by Lone_Wolf » Post

The bug has been fixed. Any superpick users can rest easy
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Service announcement: A quick test showed that in it’s current state the mod fully is compatible with Minetest 5.1.0.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Same as the previous service announcement goes for 5.2.x: SD Walls is compatible with this version of Minetest, too. No changes needed. Happy wall building :)

(A version update on CDB will follow soon.)

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Quick update on the walls: When placing walls near nodes that have been altered after placement (i.e. stairs, slabs, any rotations, etc.) the nodes are no longer reset to the default state but ignored. This was long fixed in the Git version but was never pushed to the CDB, sorry.

Just get the latest CDB version to get the fix if you don’t use the Git version at at least commit 8b5c6f12.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Now supporting all of the walls from Hades Revisited game.

Just get the latest Git version. CDB update will follow soon.
Attachments
Some example walls
Some example walls
h.png (425.55 KiB) Viewed 1134 times

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Just a little update: SD Walls now has an API to register own walls.

https://gitlab.com/4w/sdwalls#api

The version is available via Git and on CDB.

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Re: [Mod] Super Duper Walls! [sdwalls]

by j0j0n4th4n » Post

Seems similar to xconnected ( https://forum.minetest.net/viewtopic.php?t=12882 ), do you know if they conflict with each other?
cdb_894a100ddd76

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

j0j0n4th4n wrote:
Mon Jan 10, 2022 04:00
Seems similar to xconnected ( https://forum.minetest.net/viewtopic.php?t=12882 )
The nodeboxes are clearly different :) It's also 2015 Minetest code. The API evolved since then and allows more and better features for visually connecting nodes without any "tricks" like moving nodeboxes around (i.e. connected and disconnected nodeboxes).
j0j0n4th4n wrote:
Mon Jan 10, 2022 04:00
do you know if they conflict with each other?
I don't think so. Since different recipes are used SD Walls and Xconnected could be used at the same time.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Update time!
(Yes, the mod is still active 👍)

A long-standing issue coming from a rendering glitch that exists since Luanti Version 5.6 causing connected nodeboxes not rendering properly when the connected nodebox is not shown was finally circumvented. (This happens when you place a pillar on top of a pillar that has connected walls.)

bug.gif
bug.gif (69.03 KiB) Viewed 240 times

… oh, and you can now configure the mod a on a per-world basis, too.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Update time again, baby!

Last update introduced basic world-specific configuration, this update now uses it throughout the mod, including the built-in support features which were completely overhauled (no worries, all wall node IDs are the same, nothing is lost).

The configuration option names have changed, if you ever configured anything, for the mod, you might need to adjust the settings.

Reminder: The base configuration can either be set in minetest.conf (or whatever file is used to configure the server) or in a world-specific file ./worlds/worldname/_sdwalls.conf.

The base configuration can still be done within the client, but the detailed configuration (individual mods and game mods) are seen as world-specific settings now. While they can of course be set in the global configuration, there are no settingtypes.txt entries being defined.

By default, walls for supported mods and games are loaded. Historically there were walls from wooden source nodes registered, those are intentionally disabled by default (“Walls from wood are fences but this is a mod about walls!”).

To get the currently used sdwalls configuration, add this to your client or world configuration and start the world (the settings can be removed afterwards, of course).

Code: Select all

sdwalls_builtin_support_log_style = parser
sdwalls_builtin_support_log_level = action
The client now logs all configuration options for the built-in support functionality and their current values.

The values are pretty verbosely named and you can just copy&paste them to your configuration, adapt the settings as needed, and remove the old options.

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Re: [Mod] Super Duper Walls! [sdwalls]

by Blockhead » Post

Linuxdirk wrote:
Thu May 14, 2026 18:23
“Walls from wood are fences but this is a mod about walls!"
I suppose a "palisade" is a wall, though a bit different in shape from your sdwalls.

P.S. congrats on finally making it to Mod Releases :P
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Re: [Mod] Super Duper Walls! [sdwalls]

by Linuxdirk » Post

Blockhead wrote:
Thu May 14, 2026 22:02
I suppose a "palisade" is a wall, though a bit different in shape from your sdwalls.
Oh no, please don’t give me ideas! 🤣
Blockhead wrote:
Thu May 14, 2026 22:02
P.S. congrats on finally making it to Mod Releases :P
Thanks, haha. I think I just forgot about the mod post still being in the WIP forum.

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