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@ -11,7 +11,7 @@ This mod is designed to allow almost every node in Minetest to fall down, simila
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Dependencies and Support
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This mod has no dependencies, not even optional ones. Support that this mod has for others is built-in and automatic, able to effect all added nodes without much issue, and is able to correctly differentiate between nodes that should be Clump Fall Nodes and nodes that are Falling Nodes, Attached Nodes, Liquid, or Unbreakable.
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This mod has only one dependency, for the mod entitycontrol, which is used to fix some glitches with Clump Fall Behavior. Other than that, support that this mod has for others is built-in and automatic, able to effect all added nodes without much issue, and is able to correctly differentiate between nodes that should be Clump Fall Nodes and nodes that are Falling Nodes, Attached Nodes, Liquid, or Unbreakable.
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License
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@ -10,12 +10,11 @@ Initial Clump:
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+Beds have been excluded from the clump_fall_node group due to major issues with how they fall
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+Documented most of the above
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Clump 2:
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Clump The Second:
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+Created this changelog
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+Added an actual description to the documentation of spawn_falling_node (whoops), also revisioned a few other random pieces of documentation
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+Whenever a node falls, all nearby falling_nodes and attached_nodes are updated to prevent such nodes from floating after clump_fall_nodes fall
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+Clump Fall Nodes no longer repeatedly try to fall when placed on top of nodes in the falling_node group like sand or gravel
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*Swapped the order of action registers and the minetest.after, just in case.
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+Split a majority of init.lua into functions.lua and override.lua, with clumpfall as the global variable
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*Renamed function clump_fall to do_clump_fall to be less confusable with global clumpfall
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-Re-included beds in the clump_fall_node group
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