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