waterfinity 🔗
Finite liquids implementation for modern Minetest.
Note: Recommended to add this mod to new worlds only. For MTG, the default settings replace water and lava in mapgen but not existing terrain.
Physics 🔗
- Source liquid always tries to produce more flowing liquid.
- Flowing liquid evens out with its neighbours.
- Thin liquid runs towards holes up to N blocks away.
- If the
Jitteringsetting is enabled, almost even liquid will jitter around randomly, so all bodies even out "eventually".
Mod support 🔗
default: Finite water and lava replace the 'regular' variants in generation.buckets: Custom buckets are supported with basic liquid pickup/place logic.mesecons: Pistons can push into liquids and compress them against blocks. (WIP)
API 🔗
waterfinity.register_liquid {
source = "waterfinity:spring",
flowing = "waterfinity:water",
drain_range = 3,
jitter = true,
bucket = "waterfinity:bucket_water",
bucket_desc = S("Finite Water Bucket"),
bucket_images = {
"waterfinity_bucket_water_part.png^waterfinity_bucket_bar_1.png",
"waterfinity_bucket_water_part.png^waterfinity_bucket_bar_2.png",
"waterfinity_bucket_water_part.png^waterfinity_bucket_bar_3.png",
"waterfinity_bucket_water_part.png^waterfinity_bucket_bar_4.png",
"waterfinity_bucket_water_part.png^waterfinity_bucket_bar_5.png",
"waterfinity_bucket_water_part.png^waterfinity_bucket_bar_6.png",
"waterfinity_bucket_water.png^waterfinity_bucket_bar_7.png",
}
}
source: Optional. The node for the 'spring' liquid. Infinite, always tries to produce more liquid, absorbs liquid from above.flowing: The node for the finite liquid.drain_range: Defaults to 3. How far thin liquid will run towards holes.jitter: Defaults to true. Whether almost even bodies will jitter when theJitteringsetting is enabled.bucket: Optional. The prefix for bucket items to be registered for the liquid. E.G. "waterfinity:bucket_water_1"bucket_desc: The description for bucket items. E.G. "S("Finite Water Bucket")"bucket_images: A list of bucket item textures.