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authoryou <ovvv@web.de>2017-04-28 20:12:28 +0200
committerSmallJoker <SmallJoker@users.noreply.github.com>2017-04-28 20:12:28 +0200
commit7f4cdbcbe9b5b4655c2c5eba2043628487668e24 (patch)
treed49fbc56dc4cc0b9e05292f6b388adc6027b1e7e /doc
parente21a1ab3bd31f9b854ef77c33698624755fc915c (diff)
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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.
Diffstat (limited to 'doc')
-rw-r--r--doc/lua_api.txt12
1 files changed, 8 insertions, 4 deletions
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