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Fluidity tanks now keep their liquid when broken
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8a691a379f
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@ -195,6 +195,37 @@ local function bucket_fill(pos, node, clicker, itemstack, pointed_thing)
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return ItemStack(stack)
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end
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-- Preserve fluid count in the item stack dropped
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local function preserve_metadata(pos, oldnode, oldmeta, drops)
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local fluid_name, count, capacity = fluidity.tanks.get_tank_at(pos)
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local meta = minetest.get_meta(pos)
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local fluid_cnt = meta:get_int("fluid")
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local nodedesc = get_nodedef_field(oldnode.name, "description")
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for i,stack in pairs(drops) do
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local stack_meta = stack:get_meta()
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stack_meta:set_int("fluid", fluid_cnt)
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stack_meta:set_string("description", nodedesc.."\nContains "..count.."/"..capacity.." mB")
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drops[i] = stack
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end
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return drops
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end
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-- Retrieve fluid count from itemstack when placed
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local function after_place_node(pos, placer, itemstack, pointed_thing)
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local item_meta = itemstack:get_meta()
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local fluid_cnt = item_meta:get_int("fluid")
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local fluid = get_nodedef_field(itemstack:get_name(), "fluidity_fluid")
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if fluid_cnt then
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-- Fill the tank to the count specified in item meta, don't care about overfill or what it returns.
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fluidity.tanks.fill_tank_at(pos, fluid, fluid_cnt, true)
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end
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return false
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end
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-- Register a tank for a specific fluid
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local function register_tankfluid(data)
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local source_node = fluidity.get_fluid_node(data.source_name)
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@ -206,13 +237,14 @@ local function register_tankfluid(data)
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drawtype = "glasslike_framed_optional",
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paramtype = "light",
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paramtype2 = "glasslikeliquidlevel",
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drop = data.mod_name..":"..data.tank_name,
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fluidity_fluid = data.source_name,
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place_param2 = 0,
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special_tiles = source_node.tiles,
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is_ground_content = false,
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sunlight_propagates = true,
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on_rightclick = bucket_fill,
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preserve_metadata = preserve_metadata,
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after_place_node = after_place_node,
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_mod = data.mod_name,
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_dataname = data.tank_name,
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_capacity = data.capacity,
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