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So what happens to, say, a tower
of 7 water? I don't know if a tower of water can happen in game.
TA: Yeah, you could do it. Pour water
into a tube walled off by floodgates in a stack. Then pull a lever
and open them all at once. There would be intervening floors I guess,
on the sides, but it's close.
For the tower stack, if it started
updating at the bottom, then it would do what happened in the first
case, and the water above would just be able to fall down, then
repeat. So you get a nice blob spreading out. If you start at the
top, it sees the square below isn't static so it goes down, then it
goes whatever direction, down, to the side, whatever, and puts a 7
there once it gets to an open spot. So your 7s would teleport and the
end result is a blob, but it has moved a bit faster.
Some people will purposely open a
water reservoir that is more than one deep. The water shoots out fast
because the entire second layer suddenly searches for an opening. You
can get super fast flooding that way. Somebody had a goblin trap
where they'd drop water on the gobs, and it happened to be outside in
the arctic so it would immediately freeze and the gobs would die.
It also tracks which direction the
water flows in a few ways so it can push objects and show flow
animations.
So then, how does this cause water
to flow up the right-hand side of that U pipe?
TA: When a water is doing a search for
an outlet, it is allowed to go anywhere up to one below its original
Z level, including up the pipe.

I don't let it go the last step, or
you'd end up with a three-quarter split that doesn't know how to
stop. I have a dev item to improve that, but that involves expanding
the static flag to a byte size counter.
And it respects physics, because
it can't rise above its original height!
TA: Yeah, I was happy with it. It's
crude, but it works, like the rest of the game. It would be nice to
have a local model, but those are hard to come by.
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It did end a little abruptly...