liquids_pointable = true,
walkable = false,
buildable_to = true,
+ sunlight_propagates = true,
groups = {snappy = 3, flower = 1},
sounds = default.node_sound_leaves_defaults(),
node_box = {
fixed = {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}
},
- after_place_node = function(pos, placer, itemstack, pointed_thing)
- local find_water = minetest.find_nodes_in_area({x = pos.x - 1, y = pos.y, z = pos.z - 1},
- {x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:water_source")
- local find_river_water = minetest.find_nodes_in_area({x = pos.x - 1, y = pos.y, z = pos.z - 1},
- {x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:river_water_source")
- if #find_water ~= 0 then
- minetest.set_node(pos, {name = "default:water_source"})
- pos.y = pos.y + 1
- minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
- elseif #find_river_water ~= 0 then
- minetest.set_node(pos, {name = "default:river_water_source"})
- pos.y = pos.y + 1
+ on_place = function(_, _, pointed_thing)
+ local pos = pointed_thing.above
+ local node = minetest.get_node(pointed_thing.under).name
+ local def = minetest.registered_nodes[node]
+ if def and def.liquidtype == "source" and minetest.get_item_group(node, "water") > 0 then
minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
- else
- minetest.remove_node(pos)
- return true
end
end
})