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settingtypes.txt
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settingtypes.txt
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#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
#Floatlands are "leaky", so if you wish to prevent their lakes from draining
#set this value to somewhere below the elevation the floatlands are generated
#at.
dynamic_liquid_disable_flow_above (Disable flow above this altitude) int 31000
#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
#When true, placing a block where a registered liquid source currently is
#will make a simple attempt to displace the liquid source somewhere else
#rather than destroying it.
dynamic_liquid_displace_liquid (Displace liquid) bool true
[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