Minetest: Smarter fall damage

Created on 22 Sep 2016  路  3Comments  路  Source: minetest/minetest

Imagine falling from Z=1000 down to earth, by looking up you can decrease your fall speed rapidly and avoid big damage at Z=0 since when you land on notloaded chunk you reset your fall damage to 0.

I propose to make it smarter and not to reset such damage to 0 if below block is not loaded yet, but compaund it to point of impact with solid ground. So when you look up and falling, you will occasionally stop at unloaded chunk, but your damage will be calculated and compounded each time you stop on not loaded chunk, and when you touch solid ground - total sum of damage will be applied to player killing him.

I'm thick of being god in MT avoiding fall damage, please rework it (and look into shift-fall avoiding any damage on completely flat ground that was reported somewhere here by me). This affects gameplay.

Bug Duplicate Feature request

Most helpful comment

What if you just maintain the current velocity while being stopped by ignores?

That was done in 0.2_20110922 (released exactly 5 years ago, at the time of writing) and is probably a good idea.

All 3 comments

What if you just maintain the current velocity while being stopped by ignores?

What if you just maintain the current velocity while being stopped by ignores?

That was done in 0.2_20110922 (released exactly 5 years ago, at the time of writing) and is probably a good idea.

Duplicate of part of #1442
There is in-depth discussion about these ideas there so please continue there.

Was this page helpful?
0 / 5 - 0 ratings