local S = minetest.get_translator(minetest.get_current_modname()) local water_probability = dynamic_liquid.config.water_probability local river_water_probability = dynamic_liquid.config.river_water_probability local lava_probability = dynamic_liquid.config.lava_probability local water_level = dynamic_liquid.config.water_level local springs = dynamic_liquid.config.springs if dynamic_liquid.config.lava then dynamic_liquid.liquid_abm("default:lava_source", "default:lava_flowing", lava_probability) end if dynamic_liquid.config.water then -- override water_source and water_flowing with liquid_renewable set to false local override_def = {liquid_renewable = false} minetest.override_item("default:water_source", override_def) minetest.override_item("default:water_flowing", override_def) dynamic_liquid.liquid_abm("default:water_source", "default:water_flowing", water_probability) end if dynamic_liquid.config.river_water then dynamic_liquid.liquid_abm("default:river_water_source", "default:river_water_flowing", river_water_probability) end -- Flow-through nodes ----------------------------------------------------------------------------------------------------------------------- if dynamic_liquid.config.flow_through then local flow_through_nodes = {"group:flow_through", "group:leaves", "group:sapling", "group:grass", "group:dry_grass", "group:flora", "groups:rail", "groups:flower", "default:apple", "default:papyrus", "default:dry_shrub", "default:bush_stem", "default:acacia_bush_stem","default:sign_wall_wood", "default:sign_wall_steel", "default:ladder_wood", "default:ladder_steel", "default:fence_wood", "default:fence_acacia_wood", "default:fence_junglewood", "default:fence_pine_wood","default:fence_aspen_wood"} if minetest.get_modpath("xpanes") then table.insert(flow_through_nodes, "xpanes:bar") table.insert(flow_through_nodes, "xpanes:bar_flat") end if minetest.get_modpath("carts") then table.insert(flow_through_nodes, "carts:rail") table.insert(flow_through_nodes, "carts:powerrail") table.insert(flow_through_nodes, "carts:brakerail") end dynamic_liquid.flow_through_abm({nodenames = flow_through_nodes}) end if dynamic_liquid.config.mapgen_prefill then dynamic_liquid.mapgen_prefill({liquid="default:water_source", liquid_level=water_level}) end -- Springs ----------------------------------------------------------------------------------------------------------------------- -- register damp clay whether we're going to set the ABM or not, if the user disables this feature we don't want existing -- spring clay to turn into unknown nodes. local clay_def = dynamic_liquid.duplicate_def("default:clay") clay_def.description = S("Damp Clay") if not springs then clay_def.groups.not_in_creative_inventory = 1 -- take it out of creative inventory though end minetest.register_node("dynamic_liquid:clay", clay_def) local data = dynamic_liquid.mapgen_data if springs then local c_clay = minetest.get_content_id("default:clay") local c_spring_clay = minetest.get_content_id("dynamic_liquid:clay") -- Turn mapgen clay into spring clay minetest.register_on_generated(function(minp, maxp, seed) if minp.y >= water_level or maxp.y <= -15 then return end local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") vm:get_data(data) for voxelpos, voxeldata in pairs(data) do if voxeldata == c_clay then data[voxelpos] = c_spring_clay end end vm:set_data(data) vm:write_to_map() end) dynamic_liquid.spring({ nodenames = {"dynamic_liquid:clay"}, water_source = "default:water_source", water_flowing = "default:water_flowing", y_max = water_level, y_min = -15, pressure = 15, }) local spring_sounds = nil if default.node_sound_gravel_defaults ~= nil then spring_sounds = default.node_sound_gravel_defaults() elseif default.node_sound_sand_defaults ~= nil then spring_sounds = default.node_sound_dirt_defaults() end -- This is a creative-mode only node that produces a modest amount of water continuously no matter where it is. -- Allow this one to turn into "unknown node" when this feature is disabled, since players had to explicitly place it. minetest.register_node("dynamic_liquid:spring", { description = S("Spring"), _doc_items_longdesc = S("A natural spring that generates an endless stream of water source blocks"), _doc_items_usagehelp = S("Generates one source block of water directly on top of itself once per second, provided the space is clear. If this natural spring is dug out the flow stops and it is turned into ordinary cobble."), drops = "default:gravel", tiles = {"default_cobble.png^[combine:16x80:0,-48=crack_anylength.png", "default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png","default_cobble.png", }, is_ground_content = false, groups = {cracky = 3, stone = 2}, sounds = spring_sounds, }) dynamic_liquid.spring({ nodenames = {"dynamic_liquid:spring"}, water_source = "default:water_source", water_flowing = "default:water_flowing", pressure = 1, }) end -------------------------------------------------------- -- Cooling lava if dynamic_liquid.config.new_lava_cooling then default.cool_lava = function(pos, node) -- no-op disables default cooling ABM end dynamic_liquid.cooling_lava({ flowing_destroys = {"default:water_flowing", "default:river_water_flowing", "default:snow", "default:snowblock"}, source_destroys = { "default:water_source", "default:river_water_source", "default:water_flowing", "default:river_water_flowing", "default:ice", "default:snow", "default:snowblock", }, lava_source = "default:lava_source", lava_flowing = "default:lava_flowing", obsidian = "default:obsidian", cooling_sound = "default_cool_lava", }) end