* `0` is something that is directly accessible at the start of gameplay
* There is no upper limit
* `dig_immediate`: (player can always pick up node without tool wear)
- * `2`: node is removed without tool wear after 0.5 seconds or so
- (rail, sign)
- * `3`: node is removed without tool wear immediately (torch)
+ * `2`: node is removed without tool wear after 0.5 seconds (rail, sign)
+ * `3`: node is removed without tool wear after 0.15 seconds (torch)
* `disable_jump`: Player (and possibly other things) cannot jump from node
* `fall_damage_add_percent`: damage speed = `speed * (1 + value/100)`
* `bouncy`: value is bounce speed in percent
if (runData.nodig_delay_timer > 0.3)
runData.nodig_delay_timer = 0.3;
- // We want a slight delay to very little
- // time consuming nodes
- const float mindelay = 0.15;
-
- if (runData.nodig_delay_timer < mindelay)
- runData.nodig_delay_timer = mindelay;
-
bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position) {
return DigParams(true, 0.5, 0, "dig_immediate");
case 3:
//infostream<<"dig_immediate=3"<<std::endl;
- return DigParams(true, 0.0, 0, "dig_immediate");
+ return DigParams(true, 0.15, 0, "dig_immediate");
default:
break;
}