Currently when gui/liquids is used to place water on a stone floor, that exact floor tile does not receive a dusting of mud which would enable crops to be planted. If/when the water spreads to adjacent tiles, those tiles will receive mud, which can leave confusing holes if using gui/liquids to irrigate.
Logically, the addition to mud to stone floors is an edge trigger mechanism which occurs when a tile goes from having no water to having water.
In this case, all tiles which have water spawned on them directly via an invocation of gui/liquids should be muddied.
what should be the behavior in the inverse, when removing liquids from the tile? I suppose we can just always leave the mud -- it can be removed with clean
Original DFHack Discord discussion
Currently when
gui/liquids
is used to place water on a stone floor, that exact floor tile does not receive a dusting of mud which would enable crops to be planted. If/when the water spreads to adjacent tiles, those tiles will receive mud, which can leave confusing holes if usinggui/liquids
to irrigate.Logically, the addition to mud to stone floors is an edge trigger mechanism which occurs when a tile goes from having no water to having water.
In this case, all tiles which have water spawned on them directly via an invocation of
gui/liquids
should be muddied.