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changelog.txt: back-entries for new flow logic work
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Changelog
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Changelog
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---------
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2017-09-27 (thetaepsilon)
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Start of new flow logic re-implementation.
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This mode is current *very* incomplete, and requires a per-world setting to enable.
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Adds a pressure value stored in all pipe node metadata, and a mechanism to balance it out with nearby nodes on ABM trigger.
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Currently, this inhibits the old behaviour when enabled, and (again WHEN ENABLED) breaks pretty much everything but normal pipes, spigots and pumps.
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For this reason it is far from being intended as the default for some time to come yet.
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What *does* work:
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+ Pumps will try to take in water (and removes it!) as long as internal pressure does not exceed a threshold.
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- a TODO is to make this pressure threshold configurable.
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+ Pipes will balance this pressure between themselves, and will slowly average out over time.
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+ 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.
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- 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...).
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What *does not* work:
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+ Flow sensors, valves. Valves in particular currently do not function as a barrier to water's path under the experimental logic.
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- TODO: internal code to allow this to be overriden.
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*seems this hasn't been updated in a while*
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2013-01-13: Tubes can transport items now! Namely, I added Novatux/Nore's item
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2013-01-13: Tubes can transport items now! Namely, I added Novatux/Nore's item
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transport mod as a default part of this mod, to make tubes do something useful!
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transport mod as a default part of this mod, to make tubes do something useful!
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Thanks to Nore and RealBadAngel for the code contributions!
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Thanks to Nore and RealBadAngel for the code contributions!
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