From 7f4cdbcbe9b5b4655c2c5eba2043628487668e24 Mon Sep 17 00:00:00 2001 From: you Date: Fri, 28 Apr 2017 20:12:28 +0200 Subject: Fix click-digging torches (#5652) Torches are dug instantly again. When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging. --- doc/lua_api.txt | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) (limited to 'doc/lua_api.txt') diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 603619ab0..eba8a5fef 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1230,9 +1230,9 @@ Another example: Make red wool from white wool and red dye: from destroyed nodes. * `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 (rail, sign) - * `3`: node is removed without tool wear after 0.15 seconds (torch) +* `dig_immediate`: (player can always pick up node without reducing tool wear) + * `2`: the node always gets the digging time 0.5 seconds (rail, sign) + * `3`: the node always gets the digging time 0 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 @@ -1333,6 +1333,10 @@ result in the tool to be able to dig nodes that have a rating of `2` or `3` for this group, and unable to dig the rating `1`, which is the toughest. Unless there is a matching group that enables digging otherwise. +If the result digging time is 0, a delay of 0.15 seconds is added between +digging nodes; If the player releases LMB after digging, this delay is set to 0, +i.e. players can more quickly click the nodes away instead of holding LMB. + #### Damage groups List of damage for groups of entities. See "Entity damage mechanism". @@ -3445,7 +3449,7 @@ will place the schematic inside of the VoxelManip. If `light` is false, no light calculations happen, and you should correct all modified blocks with `minetest.fix_light()` as soon as possible. Keep in mind that modifying the map where light is incorrect can cause - more lighting bugs. + more lighting bugs. * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position * `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position -- cgit v1.2.3