forked from Minetest/dynamic_liquid
add an option for falling obsidian.
parent
569c2f0ce1
commit
76116323fc
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@ -5,6 +5,8 @@ new_lava_cooling = new_lava_cooling or new_lava_cooling == nil -- default true
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if not new_lava_cooling then return end
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if not new_lava_cooling then return end
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local falling_obsidian = minetest.setting_getbool("dynamic_liquid_falling_obsidian")
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-- The existing cool_lava ABM is hard-coded to respond to water nodes
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-- The existing cool_lava ABM is hard-coded to respond to water nodes
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-- and overriding node groups doesn't appear to work:
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-- and overriding node groups doesn't appear to work:
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-- https://github.com/minetest/minetest/issues/5518
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-- https://github.com/minetest/minetest/issues/5518
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@ -195,7 +197,7 @@ local cool_lava_source = function(pos, node)
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if obsidian_location ~= nil then
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if obsidian_location ~= nil then
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minetest.set_node(pos, {name = "air"})
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minetest.set_node(pos, {name = "air"})
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minetest.set_node(obsidian_location, {name = "default:obsidian"})
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minetest.set_node(obsidian_location, {name = "default:obsidian"})
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if minetest.spawn_falling_node then -- TODO cutting-edge dev function, so check if it exists for the time being. Remove check when 0.4.16 is released.
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if minetest.spawn_falling_node and falling_obsidian then -- TODO cutting-edge dev function, so check if it exists for the time being. Remove check when 0.4.16 is released.
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minetest.spawn_falling_node(obsidian_location)
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minetest.spawn_falling_node(obsidian_location)
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end
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end
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elseif #evaporate_list > 0 then
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elseif #evaporate_list > 0 then
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@ -39,6 +39,11 @@ dynamic_liquid_mapgen_prefill (Mapgen water prefill) bool true
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#lava block or lava seas being paved by a single wandering water block.
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#lava block or lava seas being paved by a single wandering water block.
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dynamic_liquid_new_lava_cooling (Revised lava cooling) bool true
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dynamic_liquid_new_lava_cooling (Revised lava cooling) bool true
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#When this is enabled, obsidian blocks spawned by lava cooling will fall from
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#their origin point like sand or gravel does. Otherwise, obsidian will still
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#behave the same - this occurs only when it's first created.
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dynamic_liquid_falling_obsidian (Falling obsidian) bool false
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[Flow Rates]
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[Flow Rates]
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#Sets the probability of water flow per block per second.
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#Sets the probability of water flow per block per second.
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