Water pours off ledges several times faster, raining clouds spread boiled-off water (t21)
- Liquids step up to 8 cells a tick toward a drop (fewer the thicker they are), and a top-layer grain looks 4 times as far for one, so pools empty and thin film drains. A 100-wide pool empties in about 50 s; the old code left 24-650 grains stranded on wide ledges. - Only a top-layer grain stepping sideways wakes the row ahead, so settled lakes still sleep. - World generation settles at the old speed: seeds make the same worlds as before. - Cooled steam under a roof no longer stays steam for ever (its heat area slept). - Raining clouds keep drifting at half pace and rain over a band either side, so a waterfall into a hot shaft no longer rains straight back on its own lake. - New test/t_water.js; t_weather rain-location checks; t_conveyors counts steam in flight; t_molds seeds the random burning-bed check. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,6 +4,26 @@ What agents have done, newest first. Add an entry for every piece of work: the d
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note or request it was for, what changed, the files touched, the tests run, and anything left
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open or not verified. Keep each entry short; the git history has the details.
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## 2026-10-24: t21 phase 1: water test pass, faster pouring, rain spreads (Claude Code, Codex)
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- `test/t_water.js` (20 checks): conservation, levelling and sleep, pools pouring off ledges,
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world edges and corners, pumps, freezing and thawing, boiling and condensing, a pool draining
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into a hot shaft.
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- `liquid()`/`move()` in `src/sim/cells.js`: multi-cell steps (`LSTEP`, scaled by `FLUID`),
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a longer reach for top-layer grains (`LFILM`), and waking the row ahead only when a top-layer
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grain steps sideways (waking on every liquid move kept 207 of 2048 areas busy after a reload).
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`worldSteps` settles with both at 1: seeds 777, 77 and 4242 hash the same as before.
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- Found: cooled steam drifting under a roof could stay steam for ever, because its heat area
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slept. `gas()` now keeps the heat pass on it.
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- `weatherTick()`: raining clouds drift at half pace; rain falls over the band and one either
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side. `t_weather`: 'close to where it gathered' now samples drops in the air (landed water
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spreads); a new wind check.
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- Test fixes, not weakening: `t_conveyors` pit check counts steam on its way up (the water total
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was exact); `t_molds` burning-bed check seeds `RS` (its result hung on earlier tests' draws:
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0.28-1.04 depending on the sequence, identical on the old and new code).
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- Steady cost after a reload (2048x1024): 1.26 -> 1.24 ms/tick. Tests: `run_all.py --browser`
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ALL PASSED. Screenshots `shots/t21-pour-120.png`, `shots/t21-pour-900.png`.
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## 2026-10-24: t1: bars stack neatly, Rack blocks store them (Claude Code, Codex)
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- `232f5af`: `entTick` snap-and-tip (`entSupportCount`, `src/sim/items.js`);
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