Modification de Courant (flow)

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Version actuelle Votre texte
Ligne 34 : Ligne 34 :
  
  
                 ▒7▒
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                 ▒7▒ ▒Slimseig
 
     Avant        ▒7▒ ▒
 
     Avant        ▒7▒ ▒
 
                 ▒777▒
 
                 ▒777▒
Ligne 115 : Ligne 115 :
 
L'eau est bloquée par la plupart des blocs solides., ceci inclus les murs, les bâtiments et les [[Vanne (floodgate)|vannes]], [[Porte (door)|portes]], et [[Trappe (Floor Hatch)|trappes]] fermées. Les [[Grilles (grates)|grilles murales]], les barres verticales, et les [[Fortification (fortification)|fortifications]] laissent passer les fluides.
 
L'eau est bloquée par la plupart des blocs solides., ceci inclus les murs, les bâtiments et les [[Vanne (floodgate)|vannes]], [[Porte (door)|portes]], et [[Trappe (Floor Hatch)|trappes]] fermées. Les [[Grilles (grates)|grilles murales]], les barres verticales, et les [[Fortification (fortification)|fortifications]] laissent passer les fluides.
  
==Évaporation==
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==Evaporation==
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Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, [[murky pool]]s can evaporate at greater depths.
  
Les fluides qui ont seulement 1/7 de profondeur finissent par s'évaporer, et sont enlevés du jeu. Dans des climats "chauds" ou "torrides", même les mares stagnantes plus profondes peuvent s'évaporer.
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==Bugs==
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*Items pushed by flowing water may disappear {{Bug|895}}
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*Flowing water seems to cause contaminants to multiply {{Bug|296}}
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▒  ▒  Support    ▒  ▒  Spreads    ▒232▒
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▒▒7▒▒              ▒▒▒▒▒              ▒▒▒▒▒
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▒▒▒▒▒              ▒▒▒▒▒              ▒▒▒▒▒
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When done in an u-bend example the pushing above original fluid level can be easily appreciated, although it breaks the laws of regular fluid physics:
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  Start              Step 1              Step 2   
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▒ ▒ ▒ ▒              ▒ ▒ ▒ ▒              ▒ ▒ ▒ ▒
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▒ I ▒ ▒              ▒  ▒ ▒              ▒  ▒ ▒
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▒ ▒ ▒ ▒              ▒  ▒ ▒              ▒  ▒ ▒
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▒ ▒ ▒ ▒              ▒ 7 ▒ ▒              ▒  ▒ ▒
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▒  ▒ ▒  Collapse  ▒ 7 ▒ ▒    Fluid    ▒  ▒ ▒
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▒  ▒ ▒ -----------> ▒  ▒ ▒ -----------> ▒545▒ ▒
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▒▒7▒▒7▒  Support    ▒▒▒▒▒7▒  Spreads    ▒▒▒▒▒7▒
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▒▒7777▒              ▒▒▒777▒              ▒▒▒777▒
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▒▒▒▒▒▒▒              ▒▒▒▒▒▒▒              ▒▒▒▒▒▒▒
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This is the basic principle that the '''[[magma piston]]''' exploit, if you want to prevent a future fix or simply want to simulate regular physics fluid behaviour, you can do something like this:
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z-level  Start                  Step 1                Step 2
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  z+0  ▒ ▒  ▒ ▒              ▒ ▒  ▒ ▒              ▒ ▒  ▒ ▒
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  z-1  ▒ |  ▒ ▒              ▒    ▒ ▒              ▒    ▒ ▒
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  z-2  ▒ ▒ ▒ ▒ ▒              ▒ 7 7 ▒ ▒              ▒    ▒ ▒
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  z-3  ▒ ▒ ▒ ▒ ▒  Collapse  ▒ 7 7 ▒ ▒    Fluid    ▒    ▒ ▒
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  z-4  ▒    ▒?▒ -----------> ▒    ▒?▒ -----------> ▒55455▒?▒
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  z-5  ▒▒777▒▒7▒  Support    ▒▒▒7▒▒▒7▒  Spreads    ▒▒▒7▒▒▒7▒
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  z-6  ▒▒777777▒              ▒▒▒7▒777▒              ▒▒▒7▒777▒
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  z-7  ▒▒▒▒▒▒▒▒▒              ▒▒▒▒▒▒▒▒▒              ▒▒▒▒▒▒▒▒▒
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      z-3 Top View          z-5 Top View          z-3 Top View (Step 1) z-4 Top View (Step 2)
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        ▒▒▒▒▒▒▒                ▒▒▒▒▒▒▒                ▒▒▒▒▒▒▒                ▒▒▒▒▒▒▒
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        ▒    ▒                ▒▒▒▒▒▒▒                ▒    ▒                ▒44544▒
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  Axis  ▒ ▒▒▒ ▒▒▒              ▒▒777▒▒▒▒              ▒ 777 ▒▒▒              ▒45554▒▒▒  Axis
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--------▒ ▒ ▒ ▒ ▒--------------▒▒777▒▒7▒--------------▒ 7 7 ▒?▒---------------▒55455▒?▒--------
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  Cut    ▒ ▒▒▒ ▒▒▒              ▒▒777▒▒▒▒              ▒ 777 ▒▒▒              ▒45554▒▒▒    Cut
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        ▒    ▒                ▒▒▒▒▒▒▒                ▒    ▒                ▒44544▒
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        ▒▒▒▒▒▒▒                ▒▒▒▒▒▒▒                ▒▒▒▒▒▒▒                ▒▒▒▒▒▒▒
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This example involves dropping a giant ''(minimum size 3x3x1)'' donut/cylinder/tube of natural walls onto the fluid pool, given that it will teleport a donut/cylinder/tube of fluid in the same way ''(step 1)'' but after it spreads ''(step 2)'' it'll seem that the fluid actually went through the opening in the middle of the donut/cylinder/tube like a real fluid should behave, of course one exception it won't be pushed through the right tube like it should, you'll probably want to close the tile marked with a question mark "?" so it can give the impression of real fluid mechanics.
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==Natural Flow==
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Many water sources such as [[river]]s and [[brook]]s are constantly flowing with '''natural flow'''. This is different from other flow effects in that it is always considered to be flowing water. This remains true even when the water flows into a complete dead end channel or even when blocked off with a floodgate. Any channels that link up to a naturally flowing source will soon become naturally flowing water as long as they remain on the same z-level. Diagonal steps have no effect on natural flow although they can be used to change [[pressure]].
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Trying to move natural flow up or down to a different z-level may have unpredictable results but in most cases this will break the natural flow effect resulting in still water that can only be made to flow by artificial means.
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Naturally flowing water, depending on its environment, flows in a specific direction - when SHOW_FLOW_AMOUNTS is disabled, water which flows directly into a wall will flash white while other water remains blue. This flow direction is important to note, since it affects the operation of [[water wheel]]s: water which flows directly north or south will not power an east/west-aligned water wheel, and the opposite is also true. Diagonally flowing water, however, works for everything.
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==Fluid Depth==
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{{Main|Water depth}}
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Fluids can have a depth anywhere from 1 to 7. To see the depth of a tile of fluid you can look at it with {{k|k}} which will reveal the depth in the text at the right. Alternatively you can enable SHOW_FLOW_AMOUNTS which will replace the {{Tile|≈|1:0:1}} and {{Tile|~|1:0:1}} tiles with a numerical representation of the depth at all times. Turning on SHOW_FLOW_AMOUNTS does come with the drawback that you will no longer be able to see if a tile is flowing or not.
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==Obstructions==
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Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s as well as closed [[floodgate]]s, [[door]]s, and [[hatch]]es. Exceptions are vertical [[grate]]s, vertical [[bars]], and [[fortification]]s, which will allow fluids to pass freely.
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==Evaporation==
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Fluids that remain at a depth of 1/7 for long enough will evaporate. Evaporated fluids are simply removed from the game. In '''hot''' or '''scorching''' environments, [[murky pool]]s can evaporate at greater depths.
  
 
==Bugs==
 
==Bugs==
 
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*Items pushed by flowing water may disappear {{Bug|895}}
*Des objets poussés par un courant peuvent disparaitre.(bug:895)
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*Flowing water seems to cause contaminants to multiply {{Bug|296}}
*Les courants semblent multiplier les contaminants.(bug:296)
 

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