Akashic Posted May 29, 2017 Share Posted May 29, 2017 I saw this on youtube, is it a bug? Link to comment Share on other sites More sharing options...
Masterpintsman Posted May 29, 2017 Share Posted May 29, 2017 No, just logic conclusion of the way the simulation currently works. It has been noted several times that it should be upgraded to be able to handle multiple kinds of matter (both gas and liquid) within the same tile. Link to comment Share on other sites More sharing options...
Saturnus Posted May 29, 2017 Share Posted May 29, 2017 1 hour ago, Masterpintsman said: No, just logic conclusion of the way the simulation currently works. It has been noted several times that it should be upgraded to be able to handle multiple kinds of matter (both gas and liquid) within the same tile. That's increase the computational workload so maybe not a good idea to "fix" that. Link to comment Share on other sites More sharing options...
Kasuha Posted May 30, 2017 Share Posted May 30, 2017 With mechanical filters, this kind of separation is not even needed. Link to comment Share on other sites More sharing options...
Fernir Posted May 30, 2017 Share Posted May 30, 2017 I'd call it unintended side effect of way fluid simulation was implemented just like diagonal gas layering and even harder to neutralise than it as it would require reworking physics engine from scratch. Link to comment Share on other sites More sharing options...
Kasuha Posted May 30, 2017 Share Posted May 30, 2017 8 minutes ago, Fernir said: I'd call it unintended side effect of way fluid simulation was implemented just like diagonal gas layering and even harder to neutralise than it as it would require reworking physics engine from scratch. If there's a puddle of a few grams of polluted water and a ton of clean water next to each other, the polluted water should not be able to hold that clean water in place - the large mass of the clean water should be able to push the polluted puddle out of the way until it either hits the wall, falls down, merges with another puddle or until the pressure equalizes. Kind of how gases work, just in one dimension rather than two. That should be possible to add to the physics engine without breaking it and without significant performance impact. Link to comment Share on other sites More sharing options...
Grimgaw Posted May 30, 2017 Share Posted May 30, 2017 Easiest solution would be randomizing direction of movement. Even if it's just binary. Link to comment Share on other sites More sharing options...
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