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authorParamat <paramat@users.noreply.github.com>2019-03-26 03:56:57 +0000
committerGitHub <noreply@github.com>2019-03-26 03:56:57 +0000
commit5e7662ca168b47ed3e81901d53bff2eb712f571c (patch)
treeff3067fc445aa13919426896f1c17905c536ffea /doc
parentd0a1a29ab36196a73d5454f8de368ddbf8f957e4 (diff)
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Dungeons: Do not remove nodes that have 'is_ground_content = false' (#8423)
Like randomwalk caves, preserve nodes that have 'is_ground_content = false', to avoid dungeons that generate out beyond the edge of a mapchunk destroying nodes added by mods in 'register_on_generated()'. Issue discovered by, and original PR by, argyle77.
Diffstat (limited to 'doc')
-rw-r--r--doc/lua_api.txt6
1 files changed, 5 insertions, 1 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 899c0abdb..9ac37e881 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -6040,7 +6040,11 @@ Used by `minetest.register_node`.
place_param2 = nil, -- Force value for param2 when player places node
is_ground_content = true,
- -- If false, the cave generator will not carve through this node
+ -- If false, the cave generator and dungeon generator will not carve
+ -- through this node.
+ -- Specifically, this stops mod-added nodes being removed by caves and
+ -- dungeons when those generate in a neighbor mapchunk and extend out
+ -- beyond the edge of that mapchunk.
sunlight_propagates = false,
-- If true, sunlight will go infinitely through this node