Thanks for the review! What exactly is nerdpoling (is it what I know as "pillaring"?), and what would you suggest to "stop it"? I wrote this as a means of (among other things) slowing down pillaring, since fast pillaring typically requires you to place blocks colliding with you. A block placement quota might additionally be useful to slow down pillaring. An alternative option to consider is something like structural integrity checking, where pillars past a certain height would degrade to piles (blocks would fall left and right).
Nerdpoling is pillaring. There's a MC mod called No Poles that breaks pillars past a certain height. That's one approach, but I'm more looking to disable building under your feet entirely, as the dangers of spelunking is almost destroyed by simple keeping a stack of leaves in inventory in order to not get stuck.
In the case of this mod I suppose it would need to disable one extra node above the one that gets disabled currently, which would at least work in default gravity and jump strength.
Does what is says. Great flexibility with toggle settings for nodes, players and entities respectively.
Can it be used to stop nerdpoling too, somehow?
Thanks for the review! What exactly is nerdpoling (is it what I know as "pillaring"?), and what would you suggest to "stop it"? I wrote this as a means of (among other things) slowing down pillaring, since fast pillaring typically requires you to place blocks colliding with you. A block placement quota might additionally be useful to slow down pillaring. An alternative option to consider is something like structural integrity checking, where pillars past a certain height would degrade to piles (blocks would fall left and right).
Nerdpoling is pillaring. There's a MC mod called No Poles that breaks pillars past a certain height. That's one approach, but I'm more looking to disable building under your feet entirely, as the dangers of spelunking is almost destroyed by simple keeping a stack of leaves in inventory in order to not get stuck.
In the case of this mod I suppose it would need to disable one extra node above the one that gets disabled currently, which would at least work in default gravity and jump strength.