You can either add it into an existing mod's code if you like or, set it up as it's own mod
This is just the code. You will need to change the [castle_features:] bit to whatever you want to call it, of course.
I only have the light_source = because it suited my need att
code: GNU Lesser General Public License, version 2.1
default_water textures: RealBadAngel's animated water (CC BY-SA 3.0): default_water_flowing_animated.png
Code: Select all
minetest.register_node("water_feature:water_feature", {
description = "Water Feature",
drawtype = "nodebox",
tiles = {
{
name = "default_water_flowing_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
},
special_tiles = {
-- New-style water source material (mostly unused)
{
name = "default_water_flowing_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
backface_culling = false,
},
},
alpha = 180,
inventory_image = "default_water.png",
wield_image = "default_water.png",
paramtype = "light",
light_source = 5,
paramtype2 = "facedir",
legacy_facedir_simple = true,
is_ground_content = false,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4375, 0.5, 0.5, 0.5},
},
},
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, 0.4375, 0.5, 0.5, 0.5},
},
},
groups = {cracky=3, stone=2},
sounds = default.node_sound_stone_defaults(),
})