init; updated fire-handling for use in newer luanti-versions

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Rainer 2026-02-12 13:31:10 +01:00
commit f389357776
34 changed files with 914 additions and 0 deletions

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![https://i.imgur.com/T8G9vbj.png](https://bitbucket.org/repo/gKR869/images/801935833-Banner%20fake%20fire.png)
# About the Mod #
Fake fire adds in a block that looks like fire, but dose not have the risk of burning down your creations. the mod also adds in a flint and steel which is used to spawn in the fire. to remove the fire block just simply hit it like any other block. fake fire is an ideal for replacing the original fire in minetest
### How To Install ###
## Linux ##
1. Go to your Home directory
2. You should see a folder called minetest. If not the folder is probely hidden. To get to it type "/.minetest/" in the navigation bar.
3. You should now be in a folder called ".minetest". in this folder you should see another folder called "mods". If you dont see this make a new folder called "mods".
4. Copy and Paste the mod into the "mods" folder. (make sure that it is extracted from the zip file".
## Windows ##
1. Locate where the game has been saved. if you don't know where it has been saved right click the minetest icon and press "Open file location"
2. when you are in the minetest folder you should see a folder called "mods", as well as other folders like "bin", "textures" , "games", ect.
3. Copy and Paste the mod into the "mods" folder. (make sure that it is extracted from the zip file".
### More Info ###
[ website](https://minetest.thatrspiserver.co.uk/article.html#mods/fakeFire)

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-- ~~~~~~~~~~~~~~~~~~~~~~~~
-- DRIFTING SMOKE
-- ~~~~~~~~~~~~~~~~~~~~~~~~
-- WHITE, BOTTOM SMOKE
-- Closest to fire, hotter, faster, more dense
minetest.register_abm({
nodenames = {
"group:smoky_d",
},
interval = 1,
chance = 1,
action = function(pos, node)
if
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z}, 2)
then
local white_or_grey = math.random(2)
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x=pos.x-0.1, y=pos.y+0.5, z=pos.z-0.3},
maxpos = {x=pos.x+0.1, y=pos.y+1.0, z=pos.z+0.1},
minvel = {x=-0.1, y=0.3, z=-0.3},
maxvel = {x=0.1, y=0.6, z=-0.5},
minacc = {x=0.0,y=0.3,z=-0.3},
maxacc = {x=0.0,y=0.6,z=-0.5},
minexptime = 1,
maxexptime = 3,
minsize = 8,
maxsize = 12,
collisiondetection = true,
texture = "smoke_"..white_or_grey..".png"
})
end
end
})
-- GREY, MIDDLE SMOKE
-- Cooler, slower, not as dense.
minetest.register_abm({
nodenames = {
"group:smoky_d",
},
-- The white and black smoke interval/chance are 1/2.
-- Grey smoke is in the middle and has to be there to connect the two.
-- So it's interval/chance is 1/1.
-- ~ LazyJ, 2014_07_28
interval = 1,
chance = 2,
action = function(pos, node)
local mgrey_or_dgrey = math.random(2)
-- The nodes.lua file does a space check for this area to determine whether
-- to use drifting smoke or non-drifting smoke. That *would* be enough *if*
-- nothing is built in this area *after* the smoke has been set in motion.
-- So I added an extra space check here just for that possibility.
-- ~ LazyJ, 2014_07_31
if
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z-1}, 3)
then
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x=pos.x-0.2, y=pos.y+0.5, z=pos.z-1.0},
maxpos = {x=pos.x+0.2, y=pos.y+1.0, z=pos.z-0.5},
minvel = {x=-0.1, y=0.3, z=-0.3},
maxvel = {x=0.1, y=0.6, z=-0.5},
minacc = {x=0.0,y=0.3,z=-0.3},
maxacc = {x=0.0,y=0.6,z=-0.5},
minexptime = 1,
maxexptime = 6,
minsize = 6,
maxsize = 11,
collisiondetection = true,
texture = "smoke2_"..mgrey_or_dgrey..".png"
})
end
end
})
-- BLACK, TOP SMOKE
-- Farthest from the fire, coolest, slowest, more spread out.
minetest.register_abm({
nodenames = {
"group:smoky_d",
},
interval = 1,
chance = 4,
action = function(pos, node)
if
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z-1}, 7) and
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z-2}, 7) and
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z-3}, 7) and
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z-4}, 7) and
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z-5}, 7)
then
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x=pos.x-0.4, y=pos.y+0.5, z=pos.z-0.4},
maxpos = {x=pos.x+0.4, y=pos.y+1.0, z=pos.z+0.4},
minvel = {x=-0.1, y=0.3, z=-0.3},
maxvel = {x=0.1, y=0.6, z=-0.5},
minacc = {x=0.0,y=0.3,z=-0.3},
maxacc = {x=0.0,y=0.6,z=-0.5},
minexptime = 2,
maxexptime = 4,
minsize = 6,
maxsize = 10,
collisiondetection = true,
texture = "black_smoke.png"
})
end
end
})
-- ~~~~~~~~~~~~~~~~~~~~~~~~
-- NON-DRIFTING SMOKE
-- ~~~~~~~~~~~~~~~~~~~~~~~~
-- WHITE, BOTTOM SMOKE
-- Closest to fire, hotter, faster, more dense
minetest.register_abm({
nodenames = {
"group:smoky_v",
},
interval = 1,
chance = 1,
action = function(pos, node)
if
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z}, 2)
then
local white_or_grey = math.random(2)
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x=pos.x, y=pos.y+0.2, z=pos.z},
maxpos = {x=pos.x, y=pos.y+1.5, z=pos.z},
minvel = {x=0.0, y=0.1, z=0.0},
maxvel = {x=0.0, y=0.6, z=0.0},
minacc = {x=0.0,y=0.1,z=0.0},
maxacc = {x=0.0,y=0.6,z=0.0},
minexptime = 1.0,
maxexptime = 3.0,
minsize = 7,
-- a maxsize larger than 10 and the biggest smoke particle gets stuck
-- in a 1x1 chimney flue. ~ LazyJ, 2014_07_30
maxsize = 10,
collisiondetection = true,
texture = "smoke_"..white_or_grey..".png"
--texture = "top_03.png"
})
end
end
})
-- GREY, MIDDLE SMOKE
-- Cooler, slower, not as dense.
minetest.register_abm({
nodenames = {
"group:smoky_v",
},
-- The white and black smoke interval/chance are 1/2.
-- Grey smoke is in the middle and has to be there to connect the two.
-- So it's interval/chance is 1/1.
-- ~ LazyJ, 2014_07_28
interval = 1,
chance = 3,
action = function(pos, node)
if
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z}, 5)
then
local mgrey_or_dgrey = math.random(2)
minetest.add_particlespawner({
amount = 1,
time = 8,
minpos = {x=pos.x, y=pos.y+0.2, z=pos.z},
maxpos = {x=pos.x, y=pos.y+1.5, z=pos.z},
minvel = {x=0.0, y=0.4, z=0.0},
maxvel = {x=0.0, y=1.0, z=0.0},
minacc = {x=0.0,y=0.4,z=0.0},
maxacc = {x=0.0,y=1.0,z=0.0},
minexptime = 3,
maxexptime = 7,
minsize = 6,
-- a maxsize larger than 10 and the biggest smoke particle gets stuck
-- in a 1x1 chimney flue. ~ LazyJ, 2014_07_30
maxsize = 9,
collisiondetection = true,
texture = "smoke2_"..mgrey_or_dgrey..".png"
-- texture = "top_02.png"
})
end
end
})
-- BLACK, TOP SMOKE
-- Farthest from the fire, coolest, slowest, more spread out.
minetest.register_abm({
nodenames = {
"group:smoky_v",
},
interval = 1,
chance = 4,
action = function(pos, node)
if
fake_fire.check_for_air({x=pos.x, y=pos.y+1, z=pos.z}, 7)
then
minetest.add_particlespawner({
amount = 1,
time = 1,
minpos = {x=pos.x, y=pos.y+0.2, z=pos.z},
maxpos = {x=pos.x, y=pos.y+1.5, z=pos.z},
minvel = {x=0.0, y=0.9, z=0.0},
maxvel = {x=0.0, y=1.5, z=0.0},
minacc = {x=0.0,y=1.5,z=0.0},
maxacc = {x=0.0,y=0.9,z=0.0},
minexptime = 1,
maxexptime = 5,
minsize = 4,
maxsize = 7,
collisiondetection = true,
texture = "black_smoke.png"
--texture = "top_01.png"
})
end
end
})

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default

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functions.lua Normal file
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-- ================= --
-- Basic functions --
-- ================= --
--[[
This function checks for the presence of air up to 'height' above 'pos'
@param pos The startpoint as table {x=,y=,z=}
@param height Up to how many nodes should be checked. Number
@return true if all nodes from pos to hight is air, false otherwise
]]
fake_fire.check_for_air = function(pos, height)
local pos = {x=pos.x, y=pos.y, z=pos.z} --generate a local copy of pos
for i = 1 , height do
if minetest.get_node(pos).name ~= "air" then
return false -- If there is no air, return false
end
pos.y = pos.y+1
end
return true -- Return true if the full height is only air
end
--[[
This function plays the fake_fire_extinguish sound on punch
]]
fake_fire.extinguish = function(pos, node, puncher)
minetest.sound_play("fake_fire_extinguish", {pos = pos, gain = 1.0, max_hear_distance = 10,})
end

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-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~ --
-- FAKE FIRE MOD - Version 1.0 --
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~ --
fake_fire = {}; -- Global fake_fire namespace
local MODPATH = minetest.get_modpath("fake_fire")..DIR_DELIM
dofile(MODPATH.."functions.lua")
dofile(MODPATH.."abms.lua")
fake_fire_water = true;
local cold_nodes = {
["default:snowblock"]=true,
["default:ice"]=true,
["default:dirt_with_snow"]=true,
}
-- function for fire --
local function set_fake_fire(pointed_thing, itemstack, wear)
local u = minetest.get_node(pointed_thing.under)
local n = minetest.get_node(pointed_thing.above)
-- if the node is air then --
if cold_nodes[u.name] and n.name == "air" then
minetest.set_node(pointed_thing.above,
{name="fake_fire:fake_ice_fire"})
-- then play the sound --
minetest.sound_play("fake_fire_light", {
pos = pointed_thing.above,
max_hear_distance = 10,
gain = 10.0,
})
-- degrade the item --
itemstack:add_wear(wear)
--end
elseif n.name == "air" then
-- create fire above that node --
minetest.set_node(pointed_thing.above,
{name="fake_fire:fake_stable_fire"})
-- then play the sound --
minetest.sound_play("fake_fire_light", {
pos = pointed_thing.above,
max_hear_distance = 10,
gain = 10.0,
})
-- degrade the item --
itemstack:add_wear(wear)
end
end
-- abm for putting out fire --
if fake_fire_water == true then
minetest.register_abm({
nodenames = {"fake_fire:fake_fire"},
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 1,
catch_up = false,
action = function(p0, node, _, _)
minetest.remove_node(p0)
minetest.sound_play("fake_fire_extinguish",
{pos = p0, max_hear_distance = 10, gain = 0.25})
end,
})
end
local function check_area(pos,node1,node2)
if
-- 'If' the space directly south and a 14 nodes up from the flame or
-- chimney_top is free and clear,... ~LazyJ
--minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z-1}).name == "air" and
fake_fire.check_for_air({x=pos.x, y=pos.y, z=pos.z-1}, 14)
then
-- 'then' set the node that triggers the drifting-smoke ABM. ~ LazyJ
minetest.set_node(pos, {name = node1 })
else
-- 'else' set the node that triggers the non-drifing-smoke ABM. ~ LazyJ
minetest.set_node(pos, {name = node2 })
end
end
-- =========== --
-- other Nodes --
-- =========== --
-- embers --
minetest.register_node("fake_fire:embers", {
description = "Glowing Embers",
tiles = {
{name="embers_animated.png", animation={type="vertical_frames",
aspect_w=16, aspect_h=16, length=2}},
},
is_ground_content = false,
light_source = 9,
groups = {choppy=3, crumbly=3, oddly_breakable_by_hand=3},
})
-- invisable chimly --
minetest.register_node("fake_fire:chimney_invs_d", {
description = "Chimney Top - invisable",
tiles = {"chimney_invs.png"},
inventory_image = "black_smoke.png",
is_ground_content = true,
groups = {cracky=3, oddly_breakable_by_hand=1, smoky_d = 1},
paramtype = "light",
walkable = false,
drawtype = "glasslike",
})
-- =================== --
-- New CHIMNEY NODES --
-- =================== --
local function register_chimV(name, node, description)
minetest.register_node("fake_fire:chimney_" ..name.."_v", {
description = "Chimney Top - " .. description,
tiles = {"default_"..node..".png^chimney_top.png", "default_"..node..".png"},
is_ground_content = true,
groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1, smoky_v = 1},
paramtype = "light",
--sounds = default.node_sound_stone_defaults(),
drop = "fake_fire:chimney_"..node,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
on_rightclick = function (pos,node,puncher)
-- This swaps the smokeless version with the smoky version when punched.
-- ~ LazyJ
minetest.set_node(pos, {name = "fake_fire:chimney_"..name})
end
})
end
local function register_chimD(name, node, description)
minetest.register_node("fake_fire:chimney_" ..name.."_d", {
description = "Chimney Top - " .. description,
tiles = {"default_"..node..".png^chimney_top.png", "default_"..node..".png"},
is_ground_content = true,
groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1, smoky_d = 1},
paramtype = "light",
--sounds = default.node_sound_stone_defaults(),
drop = "fake_fire:chimney_" ..name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
on_rightclick = function (pos,node,puncher)
-- This swaps the smokeless version with the smoky version when punched.
-- ~ LazyJ
minetest.set_node(pos, {name = "fake_fire:chimney_"..name})
end
})
end
local function register_chim(name, node, description)
minetest.register_node("fake_fire:chimney_" ..name, {
description = "Chimney Top - " .. description,
tiles = {"default_"..node..".png^chimney_top.png", "default_"..node..".png"},
is_ground_content = true,
groups = {cracky=3, oddly_breakable_by_hand=1},
paramtype = "light",
--sounds = default.node_sound_stone_defaults(),
drop = "fake_fire:chimney_" ..name,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
on_rightclick = function (pos,node,puncher)
-- Check if there is likely enough space for the smoke to drift without
-- passing through chimneys, walls, or other solids. ~ LazyJ, 2014_07_28
check_area(pos,"fake_fire:chimney_"..name.."_d", "fake_fire:chimney_"..name.."_v",puncher)
end
})
minetest.register_craft({
type = "shapeless",
output = 'fake_fire:chimney_'..name.. ' 2',
recipe = {
"default:torch",
"default:"..node,
}
})
-- minetest.register_alias("fake_fire:chimney_" ..name , "fake_fire:chimney_" ..name.. "D", "fake_fire:chimney_" ..name.. "V")
end
local nodes = {
-- RGB Prime Colours --
-- MonoChrome --
{name="stone", node="stone_block" , description="Stone"},
{name="sandstone", node="sandstone_block", description="SandStone"},
{name="desert_stone", node="desert_stone_block", description="Desert Stone"},
{name="desert_sandstone", node="desert_sandstone_block", description="Desert SandStone"},
{name="silver_sandstone", node="silver_sandstone_block", description="Silver SandStone"},
{name="brick", node="brick", description="Brick"},
}
for i,node in ipairs(nodes) do
register_chim(node.name, node.node, node.description)
register_chimD(node.name, node.node, node.description)
register_chimV(node.name, node.node, node.description)
-- register whatever here
end
-- =============== --
-- new Fake Fire --
-- =============== --
local function register_fireD(name, description)
minetest.register_node("fake_fire:fake_"..name.."_d", {
description = "fake_".. description,
tiles = {
{name="fake_"..name.."_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}},
},
paramtype = "light",
is_ground_content = true,
inventory_image = "fake_"..name..".png",
drawtype = "firelike",
buildable_to = true,
light_source = 14,
drop = '', -- fire cannot be picked up
damage_per_second = 0, -- default 0 Recomended 2*0.5, --
groups = {dig_immediate=3,attached_node=1,not_in_creative_inventory=1,smoky_d = 1},
paramtype = "light",
walkable = false,
on_punch = fake_fire.extinguish,
on_rightclick = function (pos,node,puncher)
-- swap somke fire to normal fire --
minetest.set_node(pos, {name = "fake_fire:fake_"..name, })
end
})
end
local function register_fireV(name, description)
minetest.register_node("fake_fire:fake_"..name.."_v", {
description = "fake_".. description,
tiles = {
{name="fake_"..name.."_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}},
},
paramtype = "light",
is_ground_content = true,
inventory_image = "fake_"..name..".png",
drawtype = "firelike",
buildable_to = true,
light_source = 14,
drop = '', -- fire cannot be picked up
damage_per_second = 0, -- default 0 Recomended 2*0.5, --
groups = {dig_immediate=3,attached_node=1,not_in_creative_inventory=1,smoky_v = 1},
paramtype = "light",
walkable = false,
on_punch = fake_fire.extinguish,
on_rightclick = function (pos,node,puncher)
-- swap somke fire to normal fire --
minetest.set_node(pos, {name = "fake_fire:fake_"..name, })
end
})
end
local function register_fire(name, description)
minetest.register_node("fake_fire:fake_"..name, {
description = "fake_".. description,
tiles = {
{name="fake_"..name.."_animated.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}},
},
paramtype = "light",
is_ground_content = true,
inventory_image = "fake_"..name..".png",
drawtype = "firelike",
buildable_to = true,
light_source = 14,
drop = '', -- fire cannot be picked up
damage_per_second = 0, -- default 0 Recomended 2*0.5, --
groups = {dig_immediate=3,attached_node=1},
paramtype = "light",
walkable = false,
on_punch = fake_fire.extinguish,
on_rightclick = function (pos,node,puncher)
check_area(pos,"fake_fire:fake_"..name.."_d", "fake_fire:fake_"..name.."_v")
end
})
-- minetest.register_alias("fake_fire:fake_" ..name , "fake_fire:fake_" ..name.. "D", "fake_fire:fake_" ..name.. "V")
end
local fires = {
-- RGB Prime Colours --
-- MonoChrome --
{name="stable_fire", description="Fire"},
{name="ice_fire", description="Ice Fire"},
}
for i,fire in ipairs(fires) do
register_fire(fire.name, fire.description)
register_fireD(fire.name, fire.description)
register_fireV(fire.name, fire.description)
-- register whatever here
end
-- ========== --
-- Fire Tools --
-- ========== --
-- Flint and Steel --
--list = { "default:snow" = true, "default:ice"=true, "default:dirt_with_snow" }
minetest.register_tool("fake_fire:flint_and_steel", {
description = "Fake Fire Lighter",
inventory_image = "flint_and_steel.png",
liquids_pointable = false,
stack_max = 1,
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=0,
groupcaps={
flamable = {uses=65, maxlevel=1},
}
},
on_use = function(itemstack, user, pointed_thing)
-- if item is pointing at a node then --
if pointed_thing.type == "node" then
-- set a value the degradeing --
wear = 65535/65
-- load function on line 6 --
set_fake_fire(pointed_thing,itemstack,wear)
return itemstack
end
end,
})
-- Old Flint and Steel --
--[[ Players cannot craft this item, they will need to spawn it via
"/give" or creative.
]]--
minetest.register_tool("fake_fire:old_flint_and_steel", {
description = "Never Ending Flint & Steel",
inventory_image = "flint_and_steel.png",
liquids_pointable = false,
stack_max = 1,
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level=0,
groupcaps={
flamable = {uses=65, maxlevel=1},
}
},
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "node" then
-- this is so that it will never brake --
wear = 0
-- load function on line 6 --
set_fake_fire(pointed_thing, itemstack, wear)
return itemstack
end
end,
})
-- =========== --
-- Fire crafts --
-- =========== --
minetest.register_craft({
output = "fake_fire:flint_and_steel",
recipe = {
{"default:flint", ""},
{"", "default:gold_ingot"},
}
})
minetest.register_craft({
output = "fake_fire:flint_and_steel",
recipe = {
{"default:flint", "default:gold_ingot"},
}
})
minetest.register_craft({
type = "shapeless",
output = 'fake_fire:embers',
recipe = {
"default:torch",
"group:wood",
}
})
-- old support --
minetest.register_alias("fake_fire:smokeless_chimney_top_stone", "fake_fire:chimney_stone")
minetest.register_alias("fake_fire:chimney_top_stone_d", "fake_fire:chimney_stone_d")
minetest.register_alias("fake_fire:chimney_top_stone", "fake_fire:chimney_stone_v")
minetest.register_alias("fake_fire:smokeless_chimney_top_sandstone", "fake_fire:chimney_sandstone")
minetest.register_alias("fake_fire:chimney_top_sandstone_d", "fake_fire:chimney_sandstone_d")
minetest.register_alias("fake_fire:chimney_top_sandstone", "fake_fire:chimney_sandstone_v")
minetest.register_alias("fake_fire:fake_fire_h", "fake_fire:fake_fire_v")

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GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
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General Public License, and the "GNU GPL" refers to version 3 of the GNU
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6. Revised Versions of the GNU Lesser General Public License.
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# Media Licence #
## Textures ##
Textures are created by myself and are licneced under the Creative Commons 4.0
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
## Sound Licences ##
All sounds are from freesounds.org
### fire lighter ###
Licenced under the Creative Commons 3.0 by JasonElrod
[CC BY 3.0](https://creativecommons.org/licenses/by/3.0/)
https://freesound.org/people/JasonElrod/sounds/85457/
### fire extinguish ###
Licenced under the Creative Commons 4.0 by 14GPanskaLetko_Dominik
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
https://freesound.org/people/14GPanskaLetko_Dominik/sounds/419290/

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name = fake_fire
description = Fake fire adds in a block that looks like fire, but dose not have the risk of burning down your creations. the mod also adds in a flint and steel which is used to spawn in the fire. to remove the fire block just simply hit it like any other block. fake fire is an ideal for replacing the original fire in minetest
depends = default
release = 26557
author = Semmett9
title = Fake Fire

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