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Water Physics #47

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that4chanwolf opened this issue Jan 25, 2012 · 15 comments
Closed

Water Physics #47

that4chanwolf opened this issue Jan 25, 2012 · 15 comments
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Controversial Feature request Issues that request the addition or enhancement of a feature @ Server / Client / Env.

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@that4chanwolf
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Things like signs and torches block out water for some odd reason.

@erlehmann
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I think water should extinguish torches.

@that4chanwolf
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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.

@erlehmann
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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.

@kahrl
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kahrl commented Jan 28, 2012

That should be a field that can be defined in minetest.register_node.

@nerzhul
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nerzhul commented Feb 19, 2015

Very old issue.

@PilzAdam
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@nerzhul but still valid. Non-walkable nodes should be flushed away by water.

@C1ffisme
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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: manipulates_space_and_time_to_mess_with_water_physics = 1. Okay, so maybe not that long, but something like that. This group prevents water washing away the node.

@paramat
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paramat commented Dec 29, 2015

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.
See duplicate #828 especially #828 (comment)
@PilzAdam i will study your work on this please don't delete it.

@paramat
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paramat commented Mar 27, 2016

Related minetest/minetest_game#829 see discussion there.

@paramat
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paramat commented Nov 25, 2016

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.

@sofar
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sofar commented Nov 26, 2016

This should be decided by the subgame:

  • For single-player subgames, griefing is part of the game mechanics and may be highly desirable.
  • For multiplayer subgames, griefing is a major problem and undesirable.

The only logical conclusion is that the engine should support both.

@paramat
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paramat commented Nov 26, 2016

Good point. We could have an 'on flood' callback and leave it to subgames to use it is wanted.

@p5yk0g3n3s1s
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p5yk0g3n3s1s commented Jan 9, 2017

That callback should definitely be added. I'm surprised it hasn't been done yet.

@paramat
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paramat commented Apr 22, 2017

#5619 merged.
Now that we have the engine code to allow drop on flood this issue is now MTG in terms of whether to drop certain nodes 'on flood'.

@paramat paramat closed this as completed Apr 22, 2017
@C1ffisme
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C1ffisme commented Apr 22, 2017

Maybe next issue won't take 5 years to fix/implement? /s

JosiahWI pushed a commit to JosiahWI/minetest that referenced this issue Apr 18, 2024
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