#Makes water limited (it doesn't spawn new source blocks any more) and causes #water blocks to move dynamically dynamic_liquid_water (Dynamic water) bool true #Causes river water blocks to move dynamically. Use caution when using this #with the "valleys" mapgen, the streams generated by that mapgen have elevation #changes and can make a mess if their water moves downhill uncontrolled. dynamic_liquid_river_water (Dynamic river water) bool false #Causes lava blocks to move dynamically dynamic_liquid_lava (Dynamic lava) bool true #Causes natural clay deposits to act as water sources, seeping new water blocks #into the space above them. #Also adds a "spring" block to the creative inventory to serve as an infinite water #source in creative mode. dynamic_liquid_springs (Springs) bool true #Allows dynamic liquids to "teleport" through nodes that should allow liquids to #pass through. This includes the groups: #leaves, sapling, grass, dry_grass, flora, rail, flower #As well as select other nodes from the default game's definitions. Other mods #can set nodes as flow-through by adding them to these groups or to the group #"flow_through" dynamic_liquid_flow_through (Flow-through) bool true #During map generation, this mod can attempt to "pre-fill" underwater cave #entrances by replacing air directly below water with additional water blocks. #This process is only attempted below "sea level" and is not perfect - it will #only fill down to the bottom of the map block being generated and it won't #fill out openings to the sides. But it should hopefully reduce the magnitude #of the whirlpools that form over cave entrances and the load on the active #block modifier in these situations. dynamic_liquid_mapgen_prefill (Mapgen water prefill) bool true #Dynamic liquid movement causes trouble with the default lava cooling system. #When set to true, this replaces the default lava cooling system with one #that will not result in oceans being paved over by a single wandering #lava block or lava seas being paved by a single wandering water block. dynamic_liquid_new_lava_cooling (Revised lava cooling) bool true #When this is enabled, obsidian blocks spawned by lava cooling will fall from #their origin point like sand or gravel does. Otherwise, obsidian will still #behave the same - this occurs only when it's first created. dynamic_liquid_falling_obsidian (Falling obsidian) bool false [Flow Rates] #Sets the probability of water flow per block per second. #That is, if this is set to 5 then there's a 1/5 chance per second that a water block #will check if it should move. Increase this value to make water flow slower. #This value only has an effect if dynamic water is set to true dynamic_liquid_water_flow_propability (Water flow probability) int 1 1 100 #Sets the probability of river water flow per block per second. #That is, if this is set to 5 then there's a 1/5 chance per second that a river water #block will check if it should move. Increase this value to make river water flow #slower. #This value only has an effect if dynamic river water is set to true dynamic_liquid_river_water_flow_propability (River water flow probability) int 1 1 100 #Sets the probability of lava flow per block per second. #That is, if this is set to 5 then there's a 1/5 chance per second that a lava block #will check if it should move. Increase this value to make lava flow slower. #This value only has an effect if dynamic lava is set to true dynamic_liquid_lava_flow_propability (Lava flow probability) int 5 1 100