Not sure if i want to work on this right now as its just a bonus
addition to FluidMech a this point. Though it badly needs overhauled to
include its own pathfinder. The rods need to work as one rod using the
same pos, spin speed, Force, etc. As well math needs to be added to calc
force correctly
Going to copy Electrical Expantion a bit and add a similiar system for
version #s and info file management. This way version # match up better
between the 3+ things that use it.
Tested and it looks like it works as well though i have to give
aidancbrandy(IDK github name) some credit for giving me the ideal
earlier to remove non-source Fluid Block each update. It will the
collection sorter lets the drain method over power water's ability to
refill the area.
This should if done correctly place the closest and lowest Y fill-able
blocks at the top of the list so they get fill first. So far in testing
it looked like it worked as the water bubble created expanded evenly
outward instead of more in one direction.
can't recall all the work i've done since last commit. However, i've
test and improve the path finder and how its used by the drain. It now
works 100% but need more improvement. Especial the draining part as
source will keep refilling if not drained right
This path finder no longer depends on Calc's PathFinder to function.
however it is derived from his work so he still gets credit.
The new pathfinder works about the same as calc's except instead of
trying to find a path its trying to find all resources along the path. I
still need to improve this to have a dumped down version of A* so that
i'm filling the closest blocks first and draining the furthest block
first.
This should? Fix the issue with the drain trying to fill outside of the
possible path bounds. What is is doing is finding a bath from the drain
to the next Y level change. If it fails to find a path the yFillStart
doesn't increase to the next level.
the idea is to have the pipe act like a normal pipe but connected to
another pipe and merge its network with the current pipe's network. This
way no real extra code is required as the two split networks will act as
one.
Just a quick Ideal for creating new Gases or Liquid block on the fly.
Gases will behave like grass and will spread from there source location.
Over time they will decay and vanish.
Well i still need to check using other liquids than water
Also need to recode to actual put the water somewhere else
Need to make models, and textures
A Gui for the pump to select liquid to pump and set the volume
Added path finder to get highest water source block with in 10K block
process
Added Vars for max drain for drain and pump. Pump will have a gui
setting for this later and drain a config option
Added PatherFinder for finding highest block of an ID