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Some pointers on dfliquids, to be considered in future development #80

peterix opened this Issue May 15, 2011 · 1 comment


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peterix commented May 15, 2011
I have to say the applications of the DF liquids program are huge. I've been spawning obsidian with the wonderful range function en mass and creating buildings. It is slow to add height, but workable once you make it so a dwarf can climb to a given z level in the sky (The game does not "read" sky squares unless a dwarf could conceivably access them for pathfinding/FPS purposes). Working on a very massive fort currently and some interesting things happen:

1.) When creating multiple z level high obsidian blocks to tunnel out for building.... If two z levels have obsidian spawned right on top of each other, the area type will remain "outside light" until you dig out the top z level area Thus you have to spawn, dig, spawn dig. Still worth it though :).

2.) Because of number one above and the walls tiles being stacked one right on top of the other, the wall's information will always read "outside light." This has no appreciable game effect other than shadowing

3.) it is very easy to be off a tad when casting en mass with range function on DF liquids. Use with caution. :)


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expwnent commented Nov 30, 2014


liquids plugin improvement ideas

  • set outside/light flags correctly
  • use ensure_tileblock_at (or whatever the correct syntax is) to allow creating liquids in unallocated sky blocks
  • preview / allow undo
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