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authorthetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com>2017-10-01 18:23:58 +0100
committerthetaepsilon-gamedev <thetaepsilon-gamedev@noreply.users.github.com>2017-10-01 18:23:58 +0100
commit396a4fdacdd6f80e3bba55cd6c26a2ae321179d1 (patch)
treeb49f7a4d08f7517dcbc4427aa422445ceab438ad /todo
parent13383770ef61d93899ad272586daeb0d8d3b4072 (diff)
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remove register_local_pipes.lua as node registration has been moved to more appropriate files
Diffstat (limited to 'todo')
-rw-r--r--todo/new_flow_logic.txt4
1 files changed, 0 insertions, 4 deletions
diff --git a/todo/new_flow_logic.txt b/todo/new_flow_logic.txt
index acd6d1a..46f6c22 100644
--- a/todo/new_flow_logic.txt
+++ b/todo/new_flow_logic.txt
@@ -1,6 +1,2 @@
--- Per-world configuration of pump thresholds
-This should be relatively trivial to do, just a case of adding another property to the pipeworks global that can be set per-world with pipeworks_settings.txt.
-This does not appear to be that big a deal right now, as the internal threshold can always be changed.
-
-- Internal code to the effect of "is_node_flowable()"
This is basically to implement valves - currently the flow logic will happily balance pipes with neighbour nodes that just happen to have the pressure property in their metadata.