forked from Minetest/dynamic_liquid
add a "spring" node for creative mode that's more generic (and less vigorous) than the damp clay
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63e76bf5f8
commit
de43421ba7
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@ -1,4 +1,4 @@
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Flowing dynamic liquids and ocean-maintenance springs. v0.3
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Flowing dynamic liquids and ocean-maintenance springs. v0.4
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Github: https://github.com/FaceDeer/dynamic_liquid/
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Github: https://github.com/FaceDeer/dynamic_liquid/
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Forum: https://forum.minetest.net/viewtopic.php?t=16485
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Forum: https://forum.minetest.net/viewtopic.php?t=16485
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32
init.lua
32
init.lua
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@ -120,6 +120,9 @@ end
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-- spring clay to turn into unknown nodes.
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-- spring clay to turn into unknown nodes.
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local clay_def = duplicate_def("default:clay")
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local clay_def = duplicate_def("default:clay")
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clay_def.description = "Damp Clay"
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clay_def.description = "Damp Clay"
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if not springs then
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clay_def.groups.not_in_creative_inventory = 1 -- take it out of creative inventory though
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end
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minetest.register_node("dynamic_liquid:clay", clay_def)
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minetest.register_node("dynamic_liquid:clay", clay_def)
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if springs then
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if springs then
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@ -165,4 +168,33 @@ if springs then
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end
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end
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end
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end
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})
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})
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-- This is a creative-mode only node that produces a modest amount of water continuously no matter where it is.
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-- Allow this one to turn into "unknown node" when this feature is disabled, since players had to explicitly place it.
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minetest.register_node("dynamic_liquid:spring", {
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description = "Spring",
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drops = "default:gravel",
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tiles = {"default_cobble.png^[combine:16x80:0,-48=crack_anylength.png",
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"default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png",
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},
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is_ground_content = false,
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groups = {cracky = 3, stone = 2},
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sounds = default.node_sound_gravel_defaults(),
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})
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minetest.register_abm({
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nodenames = {"dynamic_liquid:spring"},
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neighbors = {"air", "default:water_flowing"},
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interval = 1,
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chance = 1,
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catch_up = false,
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action = function(pos,node)
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pos.y = pos.y + 1
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check_node = get_node(pos)
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check_node_name = check_node.name
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if check_node_name == "air" or check_node_name == "default:water_flowing" then
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set_node(pos, {name="default:water_source"})
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end
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end
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})
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end
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end
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