Sable & Flowing Fluids Compat v1.0.1
Curse Maven Snippet
What's new
## 1.0.1
All fixes to the inbound (absorption) direction:
- Absorption now only ever happens through a genuinely open path to the
exterior - a sealed hold, a closed container, or a hull with a solid
roof never absorbs fluid, even fully submerged, since there's no actual
opening for water to get in through.
- Surface-level absorption is distinguished from an object
merely floating in or on ambient water (an ocean or lake) by checking
how deep the fluid actually goes, not just whether there's open air
above it - so a normal floating boat no longer treats the sea it's
sitting in as rain and fills itself indefinitely.
- While submerged, absorption is further limited to spaces actually
walled in on all sides - an open platform or a single exposed block has
nothing to hold water in once underwater and is correctly left dry,
rather than cycling fluid in and back out every tick.
- A room now fills up multiple layers deep as it absorbs, rather than
getting stuck after a single layer with incoming fluid left nowhere to
go.
- Water rising inside a walled space while submerged is capped at the
actual height of the walls, so it doesn't keep rising past them
indistinguishably from the open ocean above; this cap doesn't apply to
normal surface filling, which still overflows naturally if there's more
of it than the walls can hold.
- Added `attach.maxAmbientWaterDepth` and
`attach.maxContainmentSearchDistance` config options for the above.
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