45 lines
1.8 KiB
Plaintext
45 lines
1.8 KiB
Plaintext
# Controls how much force should be exerted on
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# dropped items when they are pushed by flowing water.
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#
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# The larger this number, the faster items become when
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# carried by water.
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waterflow_force (Force of water flow on dropped items) float 1.6
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# Controls how much drag force should be exerted on
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# dropped items when they are submerged in flowing water
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# but have a different momentum vector than the flow velocity.
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#
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# The larger this number, the larger the resistance of water
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# to the push of an item. In other words, items thrown at
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# flowing water in a direction opposite that of the flow will
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# be pushed more quickly in the other direction with higher drag,
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# even if the actual flow force remains the same.
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waterflow_drag (Drag of water flow on dropped items) float 0.8
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# Controls how much friction force should be exerted on
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# dropped items when they move horizontally on the
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# ground.
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#
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# The larger this number, the quickier items will come to
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# a halt horizontally after falling on the floor.
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friction_dry (Friction of dry ground on dropped items) float 2.5
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# Controls how much horizontal drag force should be exerted on
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# dropped items when they move horizontally in air.
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#
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# The larger this number, the quickier horizontal velocity tends
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# toward zero.
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air_drag (Horizontal drag of air on falling items) float 0.4
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# Allow items on the floor to collect even on slippery floors.
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#
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# Dropped items can 'collect', that is, to have their
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# stacks merged if they're close enough and are of the same item
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# type. By default they can do this even on a slippery floor, like
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# ice, but this setting allows disabling that.
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builtin_item.items_collect_on_slippery (Collect items on slippery ground) bool true
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# Allow dropped items to be pushed when inside of source nodes,
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# False by default but can be enabled.
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builtin_item.source_flow (Allow water source to push items) bool false
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