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authorthetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com>2017-09-30 17:18:53 +0100
committerthetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com>2017-09-30 21:27:50 +0100
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changelog.txt: back-entries for new flow logic work
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Changelog
---------
+2017-09-27 (thetaepsilon)
+Start of new flow logic re-implementation.
+This mode is current *very* incomplete, and requires a per-world setting to enable.
+Adds a pressure value stored in all pipe node metadata, and a mechanism to balance it out with nearby nodes on ABM trigger.
+Currently, this inhibits the old behaviour when enabled, and (again WHEN ENABLED) breaks pretty much everything but normal pipes, spigots and pumps.
+For this reason it is far from being intended as the default for some time to come yet.
+What *does* work:
++ Pumps will try to take in water (and removes it!) as long as internal pressure does not exceed a threshold.
+ - a TODO is to make this pressure threshold configurable.
++ Pipes will balance this pressure between themselves, and will slowly average out over time.
++ Spigots will try to make the node beneath them a water source if the pressure is great enough and the existing node is flowing water or air.
+ - This is admittedly of fairly limited use with default water mechanics; those looking for more realistic mechanics might want to look at the dynamic_liquid mod, though that mod comes with it's own caveats (most notably drastic changes to previous worlds...).
+What *does not* work:
++ Flow sensors, valves. Valves in particular currently do not function as a barrier to water's path under the experimental logic.
+ - TODO: internal code to allow this to be overriden.
+
+
+
+*seems this hasn't been updated in a while*
+
2013-01-13: Tubes can transport items now! Namely, I added Novatux/Nore's item
transport mod as a default part of this mod, to make tubes do something useful!
Thanks to Nore and RealBadAngel for the code contributions!