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Water Physics #47
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I think water should extinguish torches. |
It doesn't currently. I personally don't (it gets dark in water too), but I don't thing that torches should be able to block out water. |
Well, there could be other blocks (lamps etc.) that are solid and emit light. If you write a patch that makes water extinguish torches, I will go look for them or make one myself. |
That should be a field that can be defined in minetest.register_node. |
Very old issue. |
@nerzhul but still valid. Non-walkable nodes should be flushed away by water. |
Shouldn't this issue be a part of Minetest Game? After all, water is basically registered there. If we want to fix water physics, we should fix it in Minetest Game. Minimal? That can remain simple. Or, to help other games easily do this, why not go ahead and do this in the engine, but add a group like: |
This needs attention now as i am enabling core mapgens to place airlike nodes as atmosphere or vacuum, liquids need to be able to flow into these and destroy them. If i can i'll fix this myself. |
Related minetest/minetest_game#829 see discussion there. |
Signs and torches would have to be dropped when water floods these nodes, using an 'on_flood' callback, see the discussion linked above. I feel water should continue to be non-destructive as much as possible to avoid being a griefer's wet dream, i disagree with signs being dropped, and if not dropped they would continue to block out water. |
This should be decided by the subgame:
The only logical conclusion is that the engine should support both. |
Good point. We could have an 'on flood' callback and leave it to subgames to use it is wanted. |
That callback should definitely be added. I'm surprised it hasn't been done yet. |
#5619 merged. |
Maybe next issue won't take 5 years to fix/implement? /s |
Things like signs and torches block out water for some odd reason.
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