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https://github.com/sys4-fr/server-nalc.git
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Update MinetestForFunGame
This commit is contained in:
parent
cf90983f5a
commit
81f82bad15
@ -1,2 +1,3 @@
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# Enable jungles on new worlds, disable biome blend and mud flow (faster, looks better).
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mgv6_spflags = jungles, nobiomeblend, nomudflow
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disable_fire = true
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@ -1,18 +0,0 @@
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1.0.1 beta
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----------
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- Add backwards compatibility with PilzAdam's beds mod
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- Fix placement
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- Fix small bugs
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- Prevent possible crash
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1.1
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---
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- Add fancy bed model (based on jp's model)
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- Add API to register beds
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- Allow players always to detach from bed (by donat-b)
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- If more than 50% of players want sleep they can skip the night
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- Don't show sleep dialog in singleplayer
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1.1.1
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-----
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- Prevent possbile crash by trying to reposition leaving players
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@ -659,6 +659,7 @@ function default.register_biomes()
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node_water_top = "default:ice",
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depth_water_top = 10,
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--node_water = "",
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node_river_water = "default:ice",
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y_min = -8,
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y_max = 31000,
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heat_point = -5,
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@ -676,6 +677,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = -9,
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heat_point = -5,
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@ -695,6 +697,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 2,
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y_max = 31000,
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heat_point = 20,
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@ -712,6 +715,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 1,
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heat_point = 20,
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@ -729,6 +733,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 2,
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y_max = 31000,
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heat_point = 20,
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@ -746,6 +751,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 1,
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heat_point = 20,
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@ -765,6 +771,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 6,
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y_max = 31000,
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heat_point = 45,
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@ -782,6 +789,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 5,
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heat_point = 45,
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@ -799,6 +807,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 6,
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y_max = 31000,
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heat_point = 45,
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@ -816,6 +825,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 5,
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heat_point = 45,
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@ -835,6 +845,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 6,
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y_max = 31000,
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heat_point = 70,
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@ -852,6 +863,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 5,
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heat_point = 70,
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@ -869,6 +881,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 6,
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y_max = 31000,
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heat_point = 70,
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@ -886,6 +899,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 5,
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heat_point = 70,
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@ -905,6 +919,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 5,
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y_max = 31000,
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heat_point = 95,
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@ -922,6 +937,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 4,
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heat_point = 95,
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@ -939,6 +955,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 5,
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y_max = 31000,
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heat_point = 95,
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@ -956,6 +973,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = 4,
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heat_point = 95,
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@ -973,6 +991,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 1,
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y_max = 31000,
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heat_point = 95,
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@ -990,6 +1009,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = 0,
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y_max = 0,
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heat_point = 95,
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@ -1007,6 +1027,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -112,
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y_max = -1,
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heat_point = 95,
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@ -1026,6 +1047,7 @@ function default.register_biomes()
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--node_water_top = "",
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--depth_water_top = ,
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--node_water = "",
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--node_river_water = "",
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y_min = -31000,
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y_max = -113,
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heat_point = 50,
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@ -1206,8 +1228,8 @@ function default.register_decorations()
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place_on = {"default:dirt_with_grass"},
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sidelen = 16,
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noise_params = {
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offset = offset,
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scale = scale,
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offset = 0.04,
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scale = 0.02,
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spread = {x = 100, y = 100, z = 100},
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seed = 1220999,
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octaves = 3,
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@ -2232,7 +2232,8 @@ minetest.register_node("default:glass", {
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minetest.register_node("default:obsidian_glass", {
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description = "Obsidian Glass",
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drawtype = "glasslike_framed_optional",
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tiles = {"default_obsidian_glass_frame.png", "default_obsidian_glass_detail.png"},
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tiles = {"default_obsidian_glass.png", "default_obsidian_glass_detail.png"},
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inventory_image = minetest.inventorycube("default_obsidian_glass.png"),
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paramtype = "light",
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is_ground_content = false,
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sunlight_propagates = true,
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BIN
minetestforfun_game/mods/default/schematics/jungle_tree_from_sapling.mts
Executable file → Normal file
BIN
minetestforfun_game/mods/default/schematics/jungle_tree_from_sapling.mts
Executable file → Normal file
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@ -16,11 +16,13 @@ minetest.register_node("fire:basic_flame", {
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aspect_w = 16, aspect_h = 16, length = 1},
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}},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 14,
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groups = {igniter = 2, dig_immediate = 3, hot = 3},
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drop = '',
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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on_construct = function(pos)
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@ -31,21 +33,13 @@ minetest.register_node("fire:basic_flame", {
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minetest.after(0, fire.on_flame_remove_at, pos)
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end,
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-- unaffected by explosions
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on_blast = function() end,
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on_blast = function() end, -- unaffected by explosions
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})
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-- Fire sounds table
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-- key: position hash of low corner of area
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-- value: {handle=sound handle, name=sound name}
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fire.sounds = {}
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-- Get sound area of position
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-- size of sound areas
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fire.D = 6
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fire.D = 6 -- size of sound areas
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function fire.get_area_p0p1(pos)
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local p0 = {
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@ -62,6 +56,12 @@ function fire.get_area_p0p1(pos)
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end
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-- Fire sounds table
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-- key: position hash of low corner of area
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-- value: {handle=sound handle, name=sound name}
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fire.sounds = {}
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-- Update fire sounds in sound area of position
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function fire.update_sounds_around(pos)
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@ -73,9 +73,9 @@ function fire.update_sounds_around(pos)
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local should_have_sound = (#flames_p > 0)
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local wanted_sound = nil
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if #flames_p >= 9 then
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wanted_sound = {name = "fire_large", gain = 1.5}
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wanted_sound = {name = "fire_large", gain = 0.7}
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elseif #flames_p > 0 then
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wanted_sound = {name = "fire_small", gain = 1.5}
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wanted_sound = {name = "fire_small", gain = 0.9}
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end
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local p0_hash = minetest.hash_node_position(p0)
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local sound = fire.sounds[p0_hash]
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@ -125,24 +125,50 @@ end
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-- Detect nearby extinguishing nodes
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function fire.flame_should_extinguish(pos)
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if minetest.setting_getbool("disable_fire") then return true end
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--return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
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local p0 = {x = pos.x - 1, y = pos.y, z = pos.z - 1}
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local p1 = {x = pos.x + 1, y = pos.y + 1, z = pos.z + 1}
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local ps = minetest.find_nodes_in_area(p0, p1, {"group:puts_out_fire"})
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return (#ps ~= 0)
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return minetest.find_node_near(pos, 1, {"group:puts_out_fire"})
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end
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-- Ignite neighboring nodes
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-- Enable ABMs according to 'disable fire' setting
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--[[minetest.register_abm({
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if minetest.setting_getbool("disable_fire") then
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-- Extinguish flames quickly with dedicated ABM
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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interval = 3,
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chance = 2,
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action = function(p0, node, _, _)
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minetest.remove_node(p0)
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end,
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})
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else
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-- Extinguish flames quickly with water, snow, ice
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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neighbors = {"group:puts_out_fire"},
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interval = 3,
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chance = 2,
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action = function(p0, node, _, _)
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minetest.remove_node(p0)
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minetest.sound_play("fire_extinguish_flame",
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{pos = p0, max_hear_distance = 16, gain = 0.25})
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end,
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})
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-- Ignite neighboring nodes
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minetest.register_abm({
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nodenames = {"group:flammable"},
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neighbors = {"group:igniter"},
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interval = 7,
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chance = 32,
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chance = 16,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around flame, don't ignite
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-- If there is water or stuff like that around node, don't ignite
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if fire.flame_should_extinguish(p0) then
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return
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end
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@ -151,13 +177,38 @@ end
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minetest.set_node(p, {name = "fire:basic_flame"})
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end
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end,
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})
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})
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-- Remove flames and flammable nodes
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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interval = 5,
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chance = 16,
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action = function(p0, node, _, _)
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-- If there are no flammable nodes around flame, remove flame
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if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
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minetest.remove_node(p0)
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return
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end
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if math.random(1, 4) == 1 then
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-- remove flammable nodes around flame
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local p = minetest.find_node_near(p0, 1, {"group:flammable"})
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if p then
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minetest.remove_node(p)
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nodeupdate(p)
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end
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end
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end,
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})
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end
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-- Rarely ignite things from far
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-- Currently disabled to reduce the chance of uncontrollable spreading
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-- fires that disrupt servers. Also for less lua processing load.
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--[[ Currently disabled to reduce the chance of uncontrollable spreading
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fires that disrupt servers. Also for less lua processing load.
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minetest.register_abm({
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nodenames = {"group:igniter"},
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@ -182,44 +233,5 @@ minetest.register_abm({
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end
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end
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end,
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})]]
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-- Remove flammable nodes and flame
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minetest.register_abm({
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nodenames = {"fire:basic_flame"},
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interval = 5,
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chance = 16,
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action = function(p0, node, _, _)
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-- If there is water or stuff like that around flame, remove flame
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if fire.flame_should_extinguish(p0) then
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minetest.remove_node(p0)
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return
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end
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-- Make the following things rarer
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if math.random(1, 3) == 1 then
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return
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end
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-- If there are no flammable nodes around flame, remove flame
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if not minetest.find_node_near(p0, 1, {"group:flammable"}) then
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minetest.remove_node(p0)
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return
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end
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if math.random(1, 4) == 1 then
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-- remove a flammable node around flame
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local p = minetest.find_node_near(p0, 1, {"group:flammable"})
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if p then
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-- If there is water or stuff like that around flame, don't remove
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if fire.flame_should_extinguish(p0) then
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return
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end
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minetest.remove_node(p)
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nodeupdate(p)
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end
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else
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-- remove flame
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minetest.remove_node(p0)
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end
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end,
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})
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--]]
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@ -39,6 +39,7 @@ local function add_simple_flower(name, desc, box, f_groups)
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minetest.register_node("flowers:" .. name, {
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description = desc,
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drawtype = "plantlike",
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waving = 1,
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tiles = {"flowers_" .. name .. ".png"},
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inventory_image = "flowers_" .. name .. ".png",
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wield_image = "flowers_" .. name .. ".png",
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