Wall problem

  • Videogamer555
    13th Sep 2012 Member 0 Permalink
    The powder-pass-through type wall is allowing FIRE through. The fact is that smoke was treated as a powder, but fire was treated as a gas, so while smoke should get through, fire shouldn't, even though fire does turn into smoke when it cools down. But this isn't working with regard to the wall. Fire IS getting back through the powder-pass-through wall. I need a wall that will allow me to drop broken coal or other flamable powders through, into a combustion chamber, without the fire burning back up through the wall in to the powder fuel tank.
  • The-Fall
    13th Sep 2012 Member 0 Permalink

    I agree, this needs to be fixed. Has caused many problems here as well.

  • asdf123
    13th Sep 2012 Member 0 Permalink

    fire goes through almost everything...

     :(

    What type is it anyway?

  • Sergeant_Starfruit
    13th Sep 2012 Member 0 Permalink

    Fire is technically not a particle so it goes through powder and gas only walls. I don't think it's a fluid because it doesn't really flow so it doesn't go through liquid only walls.. You could always use some pipe that some curves on it ot get to the chamber.

  • Videogamer555
    14th Sep 2012 Member 0 Permalink
    Fire and Plsm are gas types, so should only pass through gas walls. Should be 100% blocked by liquid and solid walls.
  • boxmein
    14th Sep 2012 Former Staff 0 Permalink
    @Videogamer555 (View Post)
    Yes. Bug most likely :O
  • jacob1
    14th Sep 2012 Developer 0 Permalink
    The reason fire, smke, and co2 can all go through powder wall is that their falldown is listed as 1, meaning they move like powders. States like this often get mixed up, the huge element table is hard to understand and properties are usually just copied form another element without checking if the properties are right. The only reason I even know what all the properties do is that I copied the text from the wiki and put it in the code under the list.

    There are 3 different properties dealing with state:
    falldown (0 for solids/gasses, 1 for powders, 2 for liquids) used to determine how to update / move it, but also for powder wall which causes this glitch
    properties (either powder, liquid, solid, gas, or energy) used in most places I think to check states
    state: (none, solid, liquid, and gas) used for most other walls and some other stuff, plasma is ST_NONE and that causes some problems

    I think the only one we should still have is properties, to make things more uniform and prevent bugs like this, or maybe we can separate the state properties into the state variable and have the 5 options (and still get rid of falldown)
  • Uberness
    14th Sep 2012 Member 0 Permalink

    This can be solved if you think with portals.