From ca4837f1c662b955a933e4d9219dc028c90b0319 Mon Sep 17 00:00:00 2001 From: thetaepsilon-gamedev Date: Sat, 30 Sep 2017 17:18:53 +0100 Subject: changelog.txt: back-entries for new flow logic work --- changelog.txt | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) (limited to 'changelog.txt') diff --git a/changelog.txt b/changelog.txt index 251df29..d766fc0 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,6 +1,26 @@ Changelog --------- +2017-09-27 (thetaepsilon) +Start of new flow logic re-implementation. +This mode is current *very* incomplete, and requires a per-world setting to enable. +Adds a pressure value stored in all pipe node metadata, and a mechanism to balance it out with nearby nodes on ABM trigger. +Currently, this inhibits the old behaviour when enabled, and (again WHEN ENABLED) breaks pretty much everything but normal pipes, spigots and pumps. +For this reason it is far from being intended as the default for some time to come yet. +What *does* work: ++ Pumps will try to take in water (and removes it!) as long as internal pressure does not exceed a threshold. + - a TODO is to make this pressure threshold configurable. ++ Pipes will balance this pressure between themselves, and will slowly average out over time. ++ Spigots will try to make the node beneath them a water source if the pressure is great enough and the existing node is flowing water or air. + - This is admittedly of fairly limited use with default water mechanics; those looking for more realistic mechanics might want to look at the dynamic_liquid mod, though that mod comes with it's own caveats (most notably drastic changes to previous worlds...). +What *does not* work: ++ Flow sensors, valves. Valves in particular currently do not function as a barrier to water's path under the experimental logic. + - TODO: internal code to allow this to be overriden. + + + +*seems this hasn't been updated in a while* + 2013-01-13: Tubes can transport items now! Namely, I added Novatux/Nore's item transport mod as a default part of this mod, to make tubes do something useful! Thanks to Nore and RealBadAngel for the code contributions! -- cgit v1.2.3 From 467907602bec6f3a7adfa3058257732a8b903214 Mon Sep 17 00:00:00 2001 From: thetaepsilon-gamedev Date: Sun, 8 Oct 2017 19:22:07 +0100 Subject: changelog.txt: back entries for pressure_logic work --- changelog.txt | 12 ++++++++++++ 1 file changed, 12 insertions(+) (limited to 'changelog.txt') diff --git a/changelog.txt b/changelog.txt index d766fc0..5efe201 100644 --- a/changelog.txt +++ b/changelog.txt @@ -1,6 +1,18 @@ Changelog --------- +2017-10-08 (thetaepsilon) +A lot more of the new flow logic work. +There are two sub-modes of this now, non-finite and finite mode. +Non-finite mode most closely resembles "classic mode", whereas finite mode is more intended for use with mods such as dynamic_liquids which enable water sources to move themselves. +Everything that was functional in classic mode more or less works correctly now. +Still TODO: ++ Flow directionality - things like flow sensors and airtight panels will flow in directions that don't make sense from their visuals. +Possible feature requests: ++ Making tanks and gratings do something useful. + + + 2017-09-27 (thetaepsilon) Start of new flow logic re-implementation. This mode is current *very* incomplete, and requires a per-world setting to enable. -- cgit v1.2.3