Make liquid text refer to images

master
Wuzzy 2016-12-03 17:40:08 +01:00
parent f3cfc580a2
commit 69cb918fe1
1 changed files with 5 additions and 5 deletions

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@ -288,16 +288,16 @@ Flowing liquids take a sloped form. Flowing liquids spread around the map until
All liquids share the following properties:
All properties of blocks (including drowning damage)
Renewability: Renewable liquids can create new sources (see below)
Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will spread, ranges from 0 to 8. If 0, no flowing liquids are generated at all.
Renewability: Renewable liquids can create new sources
Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will spread, ranges from 0 to 8. If 0, no flowing liquids are generated at all. Image 5 shows a liquid of flowing range 2
Viscosity: How slow players move through it and how fast new flowing liquids are created (i.e. how fast the liquid spreads)
Renewable liquids create new liquid sources at open spaces. A new liquid source is created when:
Renewable liquids create new liquid sources at open spaces (image 2). A new liquid source is created when:
Two renewable liquid blocks of the same type touch each other diagonally
These blocks are also on the same height
One of the two corners is open space which allows liquids to flow in
When those criteria are met, the open space is filled with a new liquid source of the same type.
When those criteria are met, the open space is filled with a new liquid source of the same type (image 3).
Swimming in a liquid is fairly straightforward: The usual direction keys for basic movement, the jump key for rising and the sneak key for sinking.
@ -305,7 +305,7 @@ The physics for swimming and diving in a liquid are:
The higher the viscosity, the slower your movement speed
If you don't do anything, you will slowly sink
There is no fall damage for falling into a liquid as such
If you fall into a liquid, you will be slowed down on impact (but don't come instantly to a halt). The faster you fell, the deeper you'll get. The slow-down effect is much stronger for liquids with a high viscosity. For a safe high drop into a liquid, make sure there is enough liquid above the ground, otherwise you might hit the ground and take fall damage
If you fall into a liquid, you will be slowed down on impact (but don't come instantly to a halt). Your impact depth is determined by your speed and the liquid viscosity. For a safe high drop into a liquid, make sure there is enough liquid above the ground, otherwise you might hit the ground and take fall damage.
Liquids are usually not pointable. However, all liquids can be pointed by special items.]=],
images = {