Fix rain extinguishing fires etc. in dry biomes
This commit adds an extra check at the ABMs which prevent the rain from affecting dry biomes, even though there isn't supposed to any rain there.
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@ -225,7 +225,7 @@ if mcl_weather.allow_abm then
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}
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for a=1, #around do
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local apos = vector.add(pos, around[a])
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if mcl_weather.is_outdoor(apos) then
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if mcl_weather.is_outdoor(apos) and mcl_weather.has_rain(apos) then
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minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 8, gain = 0.1}, true)
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return
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@ -243,7 +243,7 @@ if mcl_weather.allow_abm then
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chance = 1,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- Rain is equivalent to a water bottle
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos) then
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if node.name == "mcl_cauldrons:cauldron" then
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minetest.set_node(pos, {name="mcl_cauldrons:cauldron_1"})
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elseif node.name == "mcl_cauldrons:cauldron_1" then
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@ -266,7 +266,7 @@ if mcl_weather.allow_abm then
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interval = 22.0,
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chance = 3,
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action = function(pos, node, active_object_count, active_object_count_wider)
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
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if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos) then
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if node.name == "mcl_farming:soil" then
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minetest.set_node(pos, {name="mcl_farming:soil_wet"})
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end
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