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This is a hack to fix lighting and fluid transform issues automatically,
using a carefully metered allotment of CPU time to do background
recalculations.
At the time of this mod's creation, minetest still has a lot of issues
with lighting and fluid flow, especially when recalculating these things
near the loaded/ignore frontier, and in map generation.
Some example issues:
- Mapgen lighting seems to look only at the heightmap, and
ignore other changes, such as adding water or trees, so e.g.
the ocean floor will be incorrectly fully-lit. Custom mapgen
cannot seem to modify the heightmap, so large carve-outs may
end up unlit.
- Large multi-node operations, such as tree growth or schematic
placement, may create large shadowed areas.
- Fluids may still not flow properly into caves in some places.
This mod addresses these by:
- Doing an extra fluid/lighting calc on each actual mapblock
soon after map generation, to fix at-generation issues.
- Doing random background recalcs on mapblocks near players
continuously as the game runs.
See init.lua for configuration options. Settings are set to sane
defaults for a server that is NOT heavily loaded; some tuning may be
necessary otherwise.
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