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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@@ -303,8 +303,9 @@ function* worldSteps(seedIn, w, h) {
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}
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fillNoise();
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yield [0.75, 'Settling loose ground'];
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// settle loose material
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// settle loose material, with water at the speed it had when the seeds were made
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awake.fill(3);
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const lstep = LSTEP, lfilm = LFILM; LSTEP = LFILM = 1;
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for (let k = 0; k < 260; k++) {
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tick++; tickStamp = (tickStamp % 255) + 1;
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simMove();
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@@ -312,6 +313,7 @@ function* worldSteps(seedIn, w, h) {
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if (!any) break;
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if ((k & 31) === 0) yield [0.75 + 0.24 * k / 260, 'Settling loose ground'];
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}
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LSTEP = lstep; LFILM = lfilm;
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yield [0.99, 'Finishing'];
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// re-ambient after settling, then start clean
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for (let i = 0; i < N; i++) { const m = mat[i]; if (m !== MAGMA) temp[i] = AMB[(i / w) | 0]; life[i] = PH[m] === PH_LIQUID && FRZ[m] ? 255 : 0; }
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