Make liquid text refer to images
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init.lua
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init.lua
@ -288,16 +288,16 @@ Flowing liquids take a sloped form. Flowing liquids spread around the map until
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All liquids share the following properties:
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All liquids share the following properties:
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• All properties of blocks (including drowning damage)
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• All properties of blocks (including drowning damage)
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• Renewability: Renewable liquids can create new sources (see below)
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• Renewability: Renewable liquids can create new sources
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• 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.
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• 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
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• Viscosity: How slow players move through it and how fast new flowing liquids are created (i.e. how fast the liquid spreads)
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• Viscosity: How slow players move through it and how fast new flowing liquids are created (i.e. how fast the liquid spreads)
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Renewable liquids create new liquid sources at open spaces. A new liquid source is created when:
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Renewable liquids create new liquid sources at open spaces (image 2). A new liquid source is created when:
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• Two renewable liquid blocks of the same type touch each other diagonally
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• Two renewable liquid blocks of the same type touch each other diagonally
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• These blocks are also on the same height
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• These blocks are also on the same height
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• One of the two “corners” is open space which allows liquids to flow in
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• One of the two “corners” is open space which allows liquids to flow in
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When those criteria are met, the open space is filled with a new liquid source of the same type.
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When those criteria are met, the open space is filled with a new liquid source of the same type (image 3).
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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.
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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.
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@ -305,7 +305,7 @@ The physics for swimming and diving in a liquid are:
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• The higher the viscosity, the slower your movement speed
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• The higher the viscosity, the slower your movement speed
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• If you don't do anything, you will slowly sink
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• If you don't do anything, you will slowly sink
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• There is no fall damage for falling into a liquid as such
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• There is no fall damage for falling into a liquid as such
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• 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
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• 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.
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Liquids are usually not pointable. However, all liquids can be pointed by special items.]=],
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Liquids are usually not pointable. However, all liquids can be pointed by special items.]=],
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images = {
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images = {
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