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author | thetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com> | 2017-09-30 17:18:53 +0100 |
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committer | thetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com> | 2017-09-30 21:27:50 +0100 |
commit | ca4837f1c662b955a933e4d9219dc028c90b0319 (patch) | |
tree | 312849d9e56bdb777d6203e0ab986eb3b7975cca | |
parent | 879b4489b21946306004506bea51b32f6d9de6a2 (diff) | |
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changelog.txt: back-entries for new flow logic work
-rw-r--r-- | changelog.txt | 20 |
1 files changed, 20 insertions, 0 deletions
diff --git a/changelog.txt b/changelog.txt index 251df29..d766fc0 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,6 +1,26 @@ 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! |