|
|
(12 intermediate revisions by 3 users not shown) |
Line 1: |
Line 1: |
− | = '''Flüssigkeiten''' =
| + | {{delete|Translated version of a page that is going to be migrated off this Wiki.}} |
− | {{Languages/de}} | |
− | __TOC__
| |
− | '''Liquids''' are special dynamic [[block]]s in Minetest. They behave quite differently than in real life. Liquids like to spread and flow to their surrounding blocks and players can swim and drown in them.
| |
− | | |
− | == Flüssigkeitsformen ==
| |
− | Flüssigkeiten kommen in zwei Formen vor: stehend und fließend.
| |
− | Liquids usually come in two forms: In source form and in flowing form.
| |
− | | |
− | === Stehende Flüssigkeiten ===
| |
− | Stehende Flüssigkeiten haben die Form eines Würfels. Eine stehende Flüssigkeit wird von Zeit zu Zeit fließende Flüssigkeiten um sie herum hervorbringen, falls die Flüssigkeit erneuerbar ist (siehe unten). Eine stehende Flüssigkeit kann sich selbst versorgen. Falls nichts besonderes geschieht, wird eine stehende Flüssigkeit dauerhaft an ihrem Platz bleiben und nicht auslaufen.
| |
− | | |
− | === Fließende Flüssigkeiten ===
| |
− | Fließende Flüssigkeiten nehmen eine “schräge” Form ein und nicht die Gestalt eines Würfels. Fließende Flüssigkeiten verteilen sich auf der Karte umher, bis sie abfließen. Eine fließende Flüssigkeit kann sich nicht selbst versorgen und entspringt immer einer stehenden Flüssigkeit, entweder direkt oder indirekt. Ohne eine fließende Flüssigkeit wird die fließende Flüssigkeit eventuell austrocknen und verschinden.
| |
− | | |
− | == Eigenschaften von Flüssigkeiten ==
| |
− | [[Image:Liquid_range_2.png|thumb|170px|Eine Flüssigkeit mit einer Fließreichweite von 2 von oben betrachtet]]
| |
− | | |
− | All liquids share the following properties:
| |
− | * ''All properties of [[blocks]]''
| |
− | * Renewability: Renewable liquids can create new sources (see below)
| |
− | * Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will “spread”. This is a number ranging from 0 to 8. If 0, no flowing liquids are generated at all. Usually, liquids have a flowing range of 8
| |
− | * Viscosity: How slow [[player]]s move through it and how fast new flowing liquids are created (i.e. how fast the liquid spreads)
| |
− | * Drowning damage: If set, it will a) reduce your [[Player#Breath|breath]] (“bubbles”) while you are inside and b) will cause this amount of damage to you every 2 seconds if you ran out of breath while inside
| |
− | | |
− | == Behaviour ==
| |
− | <!-- TODO: Explain flowing -->
| |
− | | |
− | === Creation of liquid sources ===
| |
− | Renewable liquid sources create new liquid sources at open spaces. A new liquid source is created when:
| |
− | | |
− | * Two renewable liquid blocks of the same type touch each other diagonally
| |
− | * These blocks are also on the same height
| |
− | * One of the two “corners” is open space which allows liquids to flow in
| |
− | | |
− | When those criteria are met, the open space is filled with a new liquid source of the same type.
| |
− | | |
− | <gallery widths="400px" heights="256px">
| |
− | Liquid_renewing_part1.png|2 liquid sources (S) touch each other diagonally, but are seperated by solid blocks.
| |
− | Liquid_renewing_part2.png|The solid block at the top “corner” has been removed and a completely new liquid source block fills the empty space shortly after.
| |
− | Non-renewable liquid.png|For comparison, a non-renewable liquid just flows (F) instead.</gallery>
| |
− | | |
− | == Interaction with liquids ==
| |
− | === Swimming and diving ===
| |
− | Swimming in a liquid is fairly straightforward: The usual direction keys for basic movement, the jump key for rising and the sneak key for sinking.
| |
− | | |
− | The physics for swimming and diving in a liquid are, in detail:
| |
− | | |
− | * Your movement speed in a liquid is determined by its viscosity
| |
− | * If you don't do anything in a liquid, you will slowly sink
| |
− | * There is no fall damage for falling into a liquid as such
| |
− | * If you fall from a great height into a liquid, you will be slowed down on impact (but you don't come instantly to a halt). Depending on your speed, you might end up deep in the liquid. The slow-down effect is much stronger for liquids with a high viscosity. For a safe high drop into a liquid, you need to make sure there is enough liquid above the ground, otherwise you might still suffer fall damage by hitting the ground.
| |
− | * Liquids may cause breath loss and drowning damage (see above)
| |
− | | |
− | === Pointing to liquids ===
| |
− | Liquids are usually not [[Pointing|pointable]]. However, all liquids can be pointed by special items. In [[Games/Minetest Game|Minetest Game]], one example is the [[bucket]]. For a full list of items which are able to point to liquids, see [[:Category:Liquid pointers]].
| |
− | | |
− | == Liquids in [[Games/Minetest Game|Minetest Game]] ==
| |
− | The following liquids exist in Minetest Game:
| |
− | | |
− | {| class="wikitable"
| |
− | !
| |
− | ! Liquid
| |
− | ! Renewable<ref>Renewable according to the method explained above</ref>
| |
− | ! Flowing range
| |
− | ! Viscosity
| |
− | ! Drowning damage
| |
− | |-
| |
− | | [[File:Water.png | 32px]] || [[Water]]
| |
− | | Yes
| |
− | | 8
| |
− | | 1
| |
− | | {{Heart|0.5}}
| |
− | |-
| |
− | | [[File:River_Water.png | 32px]] || [[River Water]]
| |
− | | No<ref>Note that river water can be renewed by a different method, however</ref>
| |
− | | 2
| |
− | | 1
| |
− | | {{Heart|0.5}}
| |
− | |-
| |
− | | [[File:Lava.png | 32px]] || [[Lava]]
| |
− | | No
| |
− | | 8
| |
− | | 7
| |
− | | {{Heart|0.5}}
| |
− | |-
| |
− | |}
| |
− | <references/>
| |
− | | |
− | Quick facts:
| |
− | | |
− | * Liquids can be collected by a [[bucket]].
| |
− | * Liquids can flow into and destroy [[snow]].
| |
− | * Lava will be cooled into [[obsidian]] or [[stone]] by [[water]], [[River Water|river water]], and [[:Category:Cools lava|other blocks]].
| |
− | | |
− | [[Category:Liquid]] [[Category:Gameplay]]
| |