Skip to content

Commit

Permalink
Add Light, Liquid, and Luanti articles (#157)
Browse files Browse the repository at this point in the history
Co-authored-by: ROllerozxa <[email protected]>
mark-wiemer and rollerozxa authored Jan 29, 2025
1 parent 35a1a95 commit 81e47ee
Showing 9 changed files with 248 additions and 0 deletions.
68 changes: 68 additions & 0 deletions content/light.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,68 @@
---
title: Light
aliases:
- /Light
---

# Light

In Luanti, **light** is entirely block-based, just like the rest of the world.

Light level
-----------

As the world is entirely block-based, so is the light in the world. Each block has its own brightness.

The brightness of a block is expressed in a “light level” which ranges from 0 (total darkness) to 15 (as bright as the sun).

Types of light
--------------

There are two types of light: Sunlight and artificial light.

### Artificial light

Artificial light is emitted by luminous blocks. Artificial light has a light level from 1-14.

### Sunlight

Sunlight is the brightest light and always goes perfectly straight down from the sky at each time of the day. blocks. At night, the sunlight will become moonlight instead, which still provides a small amount of light. The light level of sunlight is 15.

Light transparency
------------------

Blocks have 3 levels of transparency to light/brightness:

* Transparent: Sunlight goes through limitless, artificial light goes through with losses
* Semi-transparent: Sunlight and artificial light go through with losses
* Opaque: No light passes through

Artificial light will lose one level of brightness for each transparent or semi-transparent block it passes through, until only darkness remains. Sunlight will preserve its brightness as long it only passes fully transparent blocks. When it passes through a semi-transparent block, it turns into artificial light.

Note that “transparency” here does not always mean you can see through a block. It only means that the block is able to carry brightness from its adjacent blocks.

Light in [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)
-------------------------------------------------------------------------------------

### Examples of transparent blocks

* [Air](/nodes#air)
* Glass
* Obsidian Glass
* A few small plants

### Examples of semi-transparent blocks

* Water, River Water and Lava
* Leaves and the like
* Fences and the like
* Ice
* Mese Block
* Slabs and Stairs
* Doors, Trapdoors and the like
* A few other small plants

### Examples of opaque blocks

* Stone
* Wooden Planks
82 changes: 82 additions & 0 deletions content/liquid.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,82 @@
---
title: Liquid
aliases:
- /Liquid
---

# Liquid

**Liquids** are special dynamic [nodes](/nodes) in Luanti. 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.

Liquid forms
------------

Liquids usually come in two forms: In source form and in flowing form.

### Liquid source

Liquid sources have the shape of a full cube. A liquid source will generate flowing liquids around it from time to time, and, if the liquid is renewable, it also generates liquid sources (see below). A liquid source can sustain itself. If no special event happens, a liquid source will keep its place forever and it will never drain out.

### Flowing liquid

Flowing liquids take a “sloped” form and never the shape of a cube. Flowing liquids spread around the map until they drain. A flowing liquid can not sustain itself and always comes from a liquid source, either directly or indirectly. Without a liquid source, a flowing liquid will eventually drain out and disappear.

Liquid properties
-----------------

![](/images/liquid/Liquid_range_2.png)

A liquid with a flowing range of 2, viewed from above

All liquids share the following properties:

* _All properties of nodes_
* 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 [players](/player) 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 [breath](/player#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
---------

### Creation of liquid sources

Renewable liquid sources create new liquid sources at open spaces. A new liquid source is created when:

* Two renewable liquid nodes of the same type touch each other diagonally
* These nodes 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:

![](/images/liquid/Liquid_renewing_part1.png)

2 liquid sources (S) touch each other diagonally, but are separated by solid nodes.

![](/images/liquid/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.

![](/images/liquid/Non-renewable_liquid.png)

For comparison, a non-renewable liquid just flows (F) instead.


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. Note that the controls are different if the [pitch move mode](/controls#pitch-move-mode) is enabled.

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
* 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 [pointable](/pointing). However, all liquids can be pointed by special items. In [Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/), one example is the bucket.
96 changes: 96 additions & 0 deletions content/luanti.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,96 @@
---
title: Luanti
aliases:
- /Luanti
- /Minetest
---

# Luanti

![](/images/luanti/Luanti_logo.png)

**Luanti** is a [free software](https://en.wikipedia.org/wiki/Free_software) [game engine](https://en.wikipedia.org/wiki/Game_engine) to create various games based on [voxel](https://en.wikipedia.org/wiki/Voxel) gameplay, inspired by InfiniMiner, Minecraft, and the like. Luanti was originally created by Perttu Ahola (alias “[celeron55](/celeron55)”).

The basic idea of each game is always the same: The [player](/player) is thrown into a huge [world](/worlds) made out of cubes/[blocks](/nodes). Most of the time, these cubes make the landscape and these blocks can be removed and placed almost entirely freely. Using the collected [items](/items), new [tools](/tool) and other items can be crafted. Games in Luanti can, however, be much more complex than this.

A core concept of Luanti is a built-in [modding](/mods) capability, based on the Lua programming language. Mods allow one or more certain aspects of an existing game to be modified. Luanti mods can be as simple as adding a few decoration blocks or very complex by (for example) introducing complex new gameplay concepts or generating a completely different kind of world, and many other things. For the player, using a new mod requires to copy or extract some files into a certain location and pressing some buttons in Luanti's interface.

Luanti can be played alone or [online](/server) together with multiple players.

Games for Luanti can be found on [ContentDB](https://content.luanti.org/packages/?type=game).

Features
--------

* A big cube-based world to discover (61840 nodes (cubes) in every dimension)
* Procedurally generated world
* Several [world generators](/mapgen) with many adjustable parameters
* Extremely high configurability with an advanced settings editor and built-in descriptions, or by using a [configuration file](/minetest-conf)
* Customize the graphics and sounds through [texture packs](/texture-packs)
* Download games, mods and texture packs from the built-in [ContentDB](https://content.luanti.org/)
* Singleplayer mode and [online multiplayer mode](/server "Server")
* Server list
* Sophisticated modding system using Lua
* Mods are entirely server-sided. You can join any Luanti server with any mods and start playing, no additional software required
* Relatively low system requirements

Screenshots
-----------

### Games

As Luanti is an engine, the actual in-game appearance heavily depends on the actual game being played. A full list of games can be found on [ContentDB](https://content.luanti.org/packages/?type=game)

### Mods

There exists several hundred of mods, most for Minetest Game and some for other games. The largest list of mods can be found on [ContentDB](https://content.luanti.org/packages/?type=mod)

### More screenshots

In the Luanti forums, many screenshots are posted by players in several threads:

* [High-quality screenshots](https://forum.luanti.org/viewtopic.php?f=3&t=10366)
* [Castles, strongholds, towers and similar structures](https://forum.luanti.org/viewtopic.php?f=3&t=15105)
* [Various buildings](https://forum.luanti.org/viewtopic.php?f=3&t=10128)
* [Any screenshots](https://forum.luanti.org/viewtopic.php?f=3&t=156)

System requirements
-------------------

### Hardware requirements

Luanti can be played on low-performance computers and mobile devices (Android). It's played with mouse and keyboard on PC and Mac.

Depending on the game you choose, and the mods it uses, the minimum configuration may not be sufficient.

### Operating system

Luanti is cross-platform. For officially supported operating systems, see the [downloads page](http://www.luanti.org/downloads/).

Legal
-----

Luanti is free software, without advertisements and free of charge. It is licensed under the [GNU Lesser General Public License, version 2.1](http://www.gnu.org/licenses/old-licenses/lgpl-2.1), with artwork generally covered by [Creative Commons Attribution ShareAlike 3.0](http://creativecommons.org/licenses/by-sa/3.0).

Name
----

In the beginning, Luanti was called “**Minetest-c55**”. The “c55” stands for “celeron55”, the original creator. The “Minetest” was chosen simply because he wanted to test how far he could come with a Minecraft clone. (But today, Luanti is a game engine for all sorts of voxel games, not just Minecraft clones.)

As the project attracted a larger following, the ”-c55” was dropped and so the new name was “**Minetest**” and that name stuck for many years. But many people didn’t like the name because of the “test” in the name.

After years of brainstorming and discussion, a decision has finally been made: On October 13 2024, it was [renamed](https://blog.luanti.org/2024/10/13/Introducing-Our-New-Name/) to **Luanti**, the current name. The name was explained in the blog as follows:

{{% comment %}} cspell:disable {{% /comment %}}

> “Luanti” is a wordplay on the Finnish word _luonti_ (“creation”) and the programming language Luanti employs for games and mods, _Lua_.
{{% comment %}} cspell:enable {{% /comment %}}

See also
--------

* [Download Luanti](http://www.luanti.org/downloads/)
* [Getting Started](/getting-started)
* [Version Number](/version-number)
* [Main Page](/)
2 changes: 2 additions & 0 deletions cspell.json
Original file line number Diff line number Diff line change
@@ -149,6 +149,7 @@
"hudbars",
"Hugues",
"IFRFSX",
"InfiniMiner",
"infotext",
"initialisation",
"initialised",
@@ -277,6 +278,7 @@
"pitchmove",
"Poedit",
"pointabilities",
"pointable",
"privs",
"Puchkin",
"Punchwear",
Binary file added static/images/liquid/Liquid_range_2.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added static/images/liquid/Liquid_renewing_part1.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added static/images/liquid/Liquid_renewing_part2.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added static/images/liquid/Non-renewable_liquid.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
Binary file added static/images/luanti/Luanti_logo.png
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.

0 comments on commit 81e47ee

Please sign in to comment.