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Liquids don't flow in other airlike nodes #828

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mauvebic opened this issue Jul 14, 2013 · 14 comments
Closed

Liquids don't flow in other airlike nodes #828

mauvebic opened this issue Jul 14, 2013 · 14 comments
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@mauvebic
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Pretty simple - liquids only flow where there's builtin/default 'air', but not for any other airlike node. ( Im assuming airlike means more than porous, enough to let liquids pass through. )

This affects at least two mods
screenshot_3684764642

@Calinou
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Calinou commented Jul 14, 2013

Impossible to do. What if you have an airlike node that contains metadata or something like that? Or that is walkable?

@mauvebic
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Why would anyone in their right mind do that?

Paramat's moonrealm [https://github.com/paramat/moonrealm] has a (tinted) atmosphere, w/ lakes on the surface that can't flow. He also has another airlike node that's generated from the airgen that's stand-in for default air, (the reason this is done is so you dont have to run an ABM on default air). Also, there are residual default air nodes left over when realms are generated, and with the airgen/airspread ABM's running on those as well, it tends to destroy the tinted atmosphere (undesired). This is going to be a problem for anyone that tries to make a space-type mod, especially with survival elements.

Perhaps i'm wrong, but I sortof expect airlike nodes to behave the same way, otherwise the drawtype is useless to modders if the only node that behaves like air, is air. I am working on lua workarounds in the meantime, but i'd think you guys would want to do things The Right Way (tm)

@Zeg9
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Zeg9 commented Jul 15, 2013

Maybe checking for builable_to would be more appropriate than checking the drawtype.

@sfan5
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sfan5 commented Jul 15, 2013

IMO it should check airlike and builable_to

@proller
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proller commented Jul 15, 2013

i can make flooding builable_to nodes with liquid_finite=1.

airlike is used in original sponge: mod for preventing from flooding area around sponge.

@Zeg9
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Zeg9 commented Jul 15, 2013

Well, then... a new parameter in node definition is needed.

@PilzAdam
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This is a duplicate of #47. Closing.

I talked to @celeron55 once and we decided that it should flush everything away that is buildable_to, and drop the node if its not walkable.

I already spend some work on this in my fork, though the dropping part is missing: PilzAdam@327ed9e

@mauvebic
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lol beat me to it :P found a lua solution to use plain air in realms without ABM meltdown :-)

@paramat
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paramat commented Jul 18, 2013

Hi PilzAdam, that's good news that in future water may flush away / flow into atmosphere nodes ... however i must request that 'airlike' nodes are not then dropped as this would create large numbers of invisible entites that are unwanted atmosphere nodes ... it would essentially make my realms and atmosphere nodes unusable. Also of course fog and cloud nodes should not be dropped if water flows into them.

@Uberi
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Uberi commented Jul 18, 2013

I believe you can use drop = "" to prevent the node from dropping itself. The default mod does this for water and lava.

@sfan5
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sfan5 commented Jul 19, 2013

fog and cloud nodes
fog
nodes

what?

@Zeg9
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Zeg9 commented Jul 19, 2013

fog and cloud nodes
fog
nodes

what?

What?

@paramat
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paramat commented Jul 19, 2013

By that i mean mod generated fog and cloud nodes, for example my slabrealm mod has lua generated clouds.

@sfan5
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sfan5 commented Jul 19, 2013

Oh, now I understand

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