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fixed bug, updated textures
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README.md
14
README.md
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## Water-removing sponges for Minetest.
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made by Benjie/Fiftysix - 27/8/18
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updated 22/12/20
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[Forum topic](https://forum.minetest.net/viewtopic.php?f=9&t=20729)
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Soggy sponges are quite rare, found deep in the sea where it is dark (below -11).
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These can be cooked into dry sponges, and then placed near a liquid to remove an area of it. They will hold the water away until they are removed.
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They turn in to soggy sponges when used, so to use them again, they have to be cooked.
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Soggy sponges can rarely be found deep in the sea where the darkness begins.
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These can be cooked into dry sponges, and then placed near a liquid to remove an area of it
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They will hold the water away until they are removed.
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This will cause them to become soggy, so to use them again they have to be cooked.
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### How it works:
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* sponges create a 9x9 area of air-like nodes that water can't flow through (checks for protection)
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* if sponges have cleared more than 3 nodes of liquid, they become soggy sponges
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* removing a sponge or soggy sponge will turn a 9x9 area of air-like nodes back into air.
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* Sponges create a 9x9 area of air-like nodes that water can't flow through (checks for protection).
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* If sponges have cleared more than 3 nodes of liquid, they become soggy sponges.
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* Removing a sponge or soggy sponge will turn a 9x9 area of air-like nodes back into air, as long as they are not in the area of another sponge.
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*(Air-like nodes can be removed in protection by removing a sponge outside the protection, they are not meant to be permanent)*
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129
init.lua
129
init.lua
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- water removal for survival
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made by Benjie/Fiftysix - 27/8/18
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updated 22/12/20
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soggy sponges can be found quite rare, deep in the sea where it is dark
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these can be cooked into dry sponges, and then placed near a liquid to remove an area of it
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they will hold the water away until they are removed.
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to use them again, they have to be cooked.
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Soggy sponges can rarely be found deep in the sea where the darkness begins.
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These can be cooked into dry sponges, and then placed near a liquid to remove an area of it
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They will hold the water away until they are removed.
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This will cause them to become soggy, so to use them again they have to be cooked.
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sponges create a 9x9 area of air-like nodes that water can't flow through (checks for protection)
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if sponges have cleared more than 3 nodes of liquid, they become soggy sponges
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Sponges create a 9x9 area of air-like nodes that water can't flow through (checks for protection)
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If sponges have cleared more than 3 nodes of liquid, they become soggy sponges
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removing a sponge or soggy sponge will turn a 9x9 area of air-like nodes back into air
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(air-like nodes can be removed in protection by removing a sponge outside the protection, they are not meant to be permanent)
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]]--
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local area = 4
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local area = 4 -- The "radius" (of the cube) to clear water
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local keep_dry = 3 -- The maximum amount of water cleared where the sponge doesn't turn soggy
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local modname = minetest.get_current_modname()
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-- called by after_destruct()
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local destruct = function(pos) -- removing the air-like nodes
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-- find all sponges that intersect with this sponge's area
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local sponge_info = minetest.find_nodes_in_area(
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{x=pos.x-area*2, y=pos.y-area*2, z=pos.z-area*2}, {x=pos.x+area*2, y=pos.y+area*2, z=pos.z+area*2},
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{modname..":soggy_sponge", modname..":sponge"}, true
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)
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local sponges = {}
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for _, p in pairs(sponge_info) do
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local node = minetest.get_node(p)
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if node.param1 == 1 or node.name == modname..":sponge" then
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table.insert(sponges, p)
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end
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end
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for x = pos.x-area, pos.x+area do
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for y = pos.y-area, pos.y+area do
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for z = pos.z-area, pos.z+area do
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local n = minetest.get_node({x=x, y=y, z=z}).name
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if n == "sponge:liquid_stop" then
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minetest.remove_node({x=x, y=y, z=z})
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if n == modname..":liquid_stop" then
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-- check if position intersects with another sponge
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local intersect = false
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for _, s_pos in pairs(sponges) do
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if math.abs(s_pos.x-x) <= area and math.abs(s_pos.y-y) <= area and math.abs(s_pos.z-z) <= area then
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intersect = true
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break
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end
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end
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if not intersect then
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minetest.remove_node({x=x, y=y, z=z})
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end
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end
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end
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end
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end
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end
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-- called by after_place_node()
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local construct = function(pos, placer, itemstack, pointed_thing)
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local playername = placer:get_player_name()
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minetest.register_node("sponge:liquid_stop", { -- air-like node
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if not minetest.is_protected(pos, playername) then
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local count = 0
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for x = pos.x-area, pos.x+area do
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for y = pos.y-area, pos.y+area do
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for z = pos.z-area, pos.z+area do
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local n = minetest.get_node({x=x, y=y, z=z}).name
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local def = minetest.registered_nodes[n]
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if def ~= nil and (n == "air" or def["drawtype"] == "liquid" or def["drawtype"] == "flowingliquid") then
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local p = {x=x, y=y, z=z}
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if not minetest.is_protected(p, playername) then
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if n ~= "air" then
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count = count + 1 -- counting liquids
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end
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minetest.set_node(p, {name=modname..":liquid_stop"})
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end
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end
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end
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end
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end
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if count > keep_dry then -- turns soggy if it removed more than `keep_dry` nodes
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minetest.swap_node(pos, {name=modname..":soggy_sponge", param1=1})
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end
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end
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end
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minetest.register_node(modname..":liquid_stop", { -- air-like node
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description = "liquid blocker for sponges",
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drawtype = "airlike",
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drop = {max_items=0, items={}},
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groups = {not_in_creative_inventory=1},
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pointable = false,
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walkable = false,
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floodable = false,
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sunlight_propagates = true,
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paramtype = "light",
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buildable_to = true,
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})
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minetest.register_node("sponge:sponge", { -- dry sponge
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minetest.register_node(modname..":sponge", { -- dry sponge
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description = "Sponge",
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tiles = {"sponge_sponge.png"},
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groups = {crumbly=3},
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sounds = default.node_sound_dirt_defaults(),
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after_place_node = function(pos, placer, itemstack, pointed_thing)
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local name = placer:get_player_name()
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if not minetest.is_protected(pos, name) then
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local count = 0
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for x = pos.x-area, pos.x+area do
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for y = pos.y-area, pos.y+area do
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for z = pos.z-area, pos.z+area do
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local n = minetest.get_node({x=x, y=y, z=z}).name
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local d = minetest.registered_nodes[n]
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if d ~= nil and (n == "air" or d["drawtype"] == "liquid" or d["drawtype"] == "flowingliquid") then
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local p = {x=x, y=y, z=z}
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if not minetest.is_protected(p, name) then
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if n ~= "air" then
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count = count + 1 -- counting liquids
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end
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minetest.set_node(p, {name="sponge:liquid_stop"})
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end
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end
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end
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end
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end
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if count > 3 then -- turns soggy if it removed more than 3 nodes
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minetest.set_node(pos, {name="sponge:soggy_sponge"})
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end
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end
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end,
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after_place_node = construct,
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after_dig_node = destruct
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after_destruct = destruct,
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})
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minetest.register_node("sponge:soggy_sponge", { -- soggy sponge
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minetest.register_node(modname..":soggy_sponge", { -- soggy sponge
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description = "Soggy sponge",
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tiles = {"sponge_soggy_sponge.png"},
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groups = {crumbly=3},
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sounds = default.node_sound_dirt_defaults(),
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on_destruct = destruct
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after_destruct = destruct,
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})
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minetest.register_craft({ -- cooking soggy sponge back into dry sponge
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type = "cooking",
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recipe = "sponge:soggy_sponge",
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output = "sponge:sponge",
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recipe = modname..":soggy_sponge",
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output = modname..":sponge",
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cooktime = 2,
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})
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minetest.register_decoration({ -- sponges are found deep in the sea
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name = "sponge:sponges",
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name = modname..":sponges",
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deco_type = "simple",
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place_on = {"default:sand"},
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spawn_by = "default:water_source",
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@ -109,5 +146,5 @@ minetest.register_decoration({ -- sponges are found deep in the sea
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fill_ratio = 0.0003,
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y_max = -12,
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flags = "force_placement",
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decoration = "sponge:soggy_sponge",
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decoration = modname..":soggy_sponge",
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})
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