# Controls how much force should be exerted on # dropped items when they are pushed by flowing water. # # The larger this number, the faster items become when # carried by water. waterflow_force (Force of water flow on dropped items) float 1.6 # Controls how much drag force should be exerted on # dropped items when they are submerged in flowing water # but have a different momentum vector than the flow velocity. # # The larger this number, the larger the resistance of water # to the push of an item. In other words, items thrown at # flowing water in a direction opposite that of the flow will # be pushed more quickly in the other direction with higher drag, # even if the actual flow force remains the same. waterflow_drag (Drag of water flow on dropped items) float 0.8 # Controls how much friction force should be exerted on # dropped items when they move horizontally on the # ground. # # The larger this number, the quickier items will come to # a halt horizontally after falling on the floor. friction_dry (Friction of dry ground on dropped items) float 2.5 # Controls how much horizontal drag force should be exerted on # dropped items when they move horizontally in air. # # The larger this number, the quickier horizontal velocity tends # toward zero. air_drag (Horizontal drag of air on falling items) float 0.4 # Allow items on the floor to collect even on slippery floors. # # Dropped items can 'collect', that is, to have their # stacks merged if they're close enough and are of the same item # type. By default they can do this even on a slippery floor, like # ice, but this setting allows disabling that. builtin_item.items_collect_on_slippery (Collect items on slippery ground) bool true