Liquids in the bag can be blown out without the Flask (t103)
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@@ -347,7 +347,7 @@ Trees (background layer), acorns, saplings, and waking freezing water.
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- functions: cutTree, treeHeld, findTreeBases, treeSupportTick, woodRoom, treeFall, coldTick, plantTick, setTreeCell, saplingTick, igniteTree
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- variables: treeBases, saplings, treeDraw
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### src/sim/vacuum.js (203 lines)
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### src/sim/vacuum.js (202 lines)
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The vacuum, blowing grains out, grains in flight (flyers), and the flame tool. Material the vacuum would start on at the cursor: a bar, else the nearest loose grain.
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- functions: vacuumTargetAt, toolVacuum, nozzle, toolBlow, flyOpen, depositNear, bagTemp, landFlyer, flyTick, toolIgnite
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- variables: blowRR, FLY_G, FLY_Q
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@@ -677,6 +677,7 @@ The frame loop and boot.
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- `test/t_joins.js`: The oracle states the geometric rule independently of the precomputed neighbour tables.
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- `test/t_lakes.js`: Generated lakes sit in a smooth bowl filled to its spill level: flat, contained, clay-bedded, stable, with natural banks, dry tree bases and the dock clear.
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- `test/t_lakes.py`: t96: flat generated lakes, fresh and reloaded, in the real pixel frame loop.
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- `test/t_liquid_blow.js`: t103: carried liquids can always leave the bag; collecting them still needs the Flask.
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- `test/t_load.js`: Reload wakes nearby areas first, without losing distant water, fire or saved state.
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- `test/t_molds.js`: Molds and furnaces stay usable: ingots drop below and keep their stubs, plugs over molds are cleared, spoiled castings can be knocked out, grains never drop through a grate by teleporting, and slag lets the fire breathe.
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- `test/t_nozzle.js`: Blowing aims within the nozzle's reach, with room for the brush and settling.
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