neighbors = {"group:water"},
interval = 1,
chance = 2,
+ catch_up = false,
action = function(...)
default.cool_lava_flowing(...)
end,
neighbors = {"group:water"},
interval = 1,
chance = 2,
+ catch_up = false,
action = function(...)
default.cool_lava_source(...)
end,
nodenames = {"default:dirt"},
interval = 2,
chance = 200,
+ catch_up = false,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass"},
interval = 2,
chance = 20,
+ catch_up = false,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 2,
+ catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
minetest.sound_play("fire_extinguish_flame",
nodenames = {"fire:basic_flame"},
interval = 7,
chance = 2,
+ catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
end,
neighbors = {"group:igniter"},
interval = 7,
chance = 16,
+ catch_up = false,
action = function(p0, node, _, _)
-- If there is water or stuff like that around node, don't ignite
if fire.flame_should_extinguish(p0) then
nodenames = {"fire:basic_flame"},
interval = 5,
chance = 16,
+ catch_up = false,
action = function(p0, node, _, _)
-- If there are no flammable nodes around flame, remove flame
if not minetest.find_node_near(p0, 1, {"group:flammable"}) then