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2 liquid tricks

PostPosted: Mon Nov 04, 2013 11:13
by paramat
Image


^ Source node spawns surroounding source nodes, unlimited horizontal liquid spread.
Here testing swampwater, for default:water you would use this line in node definition:
liquid_alternative_flowing = "default:water_source"


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^ Liquids can be contained by nodes with ' drawtype = "airlike" '. Airlike nodes are invisible and can be walked through, you can also disable the selection box with 'pointable = false'. Example node:
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Code: Select all
minetest.register_node("paragenv7:airlike", {
    drawtype = "airlike",
    tiles = {""},
    paramtype = "light",
    sunlight_propagates = true,
    walkable = false,
    pointable = true,
    diggable = false,
    buildable_to = true,
    groups = {not_in_creative_inventory=1},
})

PostPosted: Mon Nov 04, 2013 16:38
by Jordach
So in theory, you can create a cast of air nodes, then fill it with water, then replace said water with WorldEdit.

PostPosted: Mon Nov 04, 2013 17:14
by leetelate
or create a box of airnodes and fill it with water and the water stays and doesn't spill out - hmmm - mine is the opposite problem, getting it to flow at generation

a water castle = cool - better make the airnode diggable=false lol

or just make a non-proliferating water node! - gah why didn't i think of this before!!!

yay, you are the best! thanks!!!

PostPosted: Mon Nov 04, 2013 18:59
by Jordach
What if we were able to dig water like a regular node?

Let's see how that would work.