sorcery  Diff

Differences From Artifact [6a40bd16e3]:

To Artifact [02b94765c1]:


   194    194   				L.image(fmt('sorcery_liquid_%s.png', liq.imgvariant or 'dull'))
   195    195   					:multiply(L.color(liq.color))):render()
   196    196   
   197    197   		-- local img_glass = L.image('vessels_drinking_glass.png'):blit(
   198    198   		-- 		L.image(fmt('sorcery_liquid_glass_%s.png', liq.imgvariant or 'dull'))
   199    199   		-- 			:multiply(L.color(liq.color)))
   200    200   
   201         -		minetest.register_node(':'..bottle, {
          201  +		sorcery.lib.node.reg_autopreserve(':'..bottle, {
   202    202   			description = liq.desc_bottle or fmt('%s Bottle', L.str.capitalize(liq.name));
   203    203   			inventory_image = img_bottle;
   204    204   			drawtype = 'plantlike', tiles = {img_bottle};
   205    205   			is_ground_content = false, walkable = false;
   206    206   			sunlight_propagates = true, paramtype = 'light';
   207    207   			light_source = liq.glow or 0;
   208    208   			selection_box = { type = 'fixed', fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25} };
................................................................................
   244    244   		pos = pos;
   245    245   	}, true)
   246    246   end;
   247    247   
   248    248   sorcery.liquid.sound_dip = function(amt_output, amt_basin, pos)
   249    249   	sorcery.liquid.sound_pour(amt_output, amt_basin, pos)
   250    250   end;
          251  +
   251    252   
   252    253   -- pre-register basic liquids used in Sorcery and common ones sorcery depends on
   253    254   
   254    255   sorcery.liquid.register{
   255    256   	id = 'default:water';
   256    257   	name = 'water';
   257    258   	kind = 'default:drink';
................................................................................
   290    291   		['vessels:glass_bottle'] = 'sorcery:blood';
   291    292   	};
   292    293   }
   293    294   
   294    295   minetest.register_abm {
   295    296   	label = 'Rainfall';
   296    297   	nodenames = {'group:sorcery_collect_rainwater'};
   297         -	interval =  230;
   298         -	chance = 40;
          298  +	interval =  120;
          299  +	chance = 27;
   299    300   	min_y = -400;
   300    301   	catch_up = true;
   301    302   	action = function(pos, node)
   302    303   		-- TODO vary by season and biome?
   303    304   		if minetest.get_natural_light(vector.offset(pos,0,1,0), 0.5) >= 15 then
   304    305   			if node.name == 'sorcery:trough' then
   305    306   				node.name = 'default:trough_water_1'