This is a pretty cool mod. Even for a WIP/POC Its still pretty realistic. I was even surprised to see that if you have two cubes and you fill one up and let water from one to the other if the other one fills up untill the top of the hole it stops leveling up.
Any new update of this great mod since: 2015-12-07 ?
Yes, but no public build. I can provide a build of a couple week old snapshot if you want, as noted above it deadlocks on saving if you have more than one worker thread, but overall the performance is much better than any of the previous alpha releases.
I've got a newer version of my fork, but it has a horrible bug. The same code that is working to prevent accidentally destroying Streams crashes on water displacing vines in the swamps.
My "expected free time to fix this" has been delayed, and at the moment I have no ETA. The biggest delay is now done, and a second delay will be done no later than the end of June.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So, if I set it to multithreadded, how long after I set it back to only one worker thread will it take to stop using the other workers?
iirc it should just not restart the threads after they die (they die if there are no updates in the queue, which usually happens at the end of a sweep, but there's a minor issue I've been meaning to address, where it's possible for the next sweep to start before the previous sweep ends [I haven't addressed it yet, since it's part of a larger issue where threads die and are restarted more than necessary])
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
How hard would it be to modify such that a reduction in the number of authorized threads causes them to quietly quit early? The deadlock issue seems only to show up on world save, which my server does once every half hour. If I could be assured of the threads going away, or even pausing the water processing entirely for a minute before the save, it would let me ramp the water speed up to near real values.
How hard would it be to modify such that a reduction in the number of authorized threads causes them to quietly quit early? The deadlock issue seems only to show up on world save, which my server does once every half hour. If I could be assured of the threads going away, or even pausing the water processing entirely for a minute before the save, it would let me ramp the water speed up to near real values.
Not very... Have a look in FluidUpdater#notifyChunkComplete(), that's probably the best place to start.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Alright, modding question: How would I save per-chunk fluid data out in the save file, as well as per-world cache data (or would saving/loading the per-chunk data solve the lack of per-world data)?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Alright, modding question: How would I save per-chunk fluid data out in the save file, as well as per-world cache data (or would saving/loading the per-chunk data solve the lack of per-world data)?
ChunkData events. They work sort of like the Chunk load/unload events, but they fire when the chunk is saved or loaded to/from the disk, and they give you an NBT compound which you can put stuff in.
For per-world data, well, it *should* be possible to fit all of the data into the chunks themselves, but if you do need per-world storage, then WorldSavedData is the best way of doing that (just google, there should be lots of threads etc talking about it).
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I gotta say I've enjoyed playing with this mod. I accidentally broke through an ocean bed floor the other day, and I also had enviromine installed. The results were epic. Blocks came crashing down, and a huge wave of water came rushing in. It was happening so fast I had no clue what to do and feared drowning. Luckily there was a little bit of room left that did not flood and I made it back alive.
This happened in seconds lol what a rush. The only thing that bothers me is that the water does not work with shadders unless it's a full block of water, not a little under or a little over. Then again I don't know if that is the way the shadder works. It might not even be this mod, but what do I know.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I just double checked, it is there. You have to enable it in the config or via the `/fluids pressure true` command on the server command line. It seems like the pressure updates are very slow though, and the water may be overly viscous. I tested it by putting a hole in the bottom of the ocean, down about 20m, over 3 and up. It does fill the hook, but like I said I think it is overly viscous as it takes quite a while.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The pressure... no idea why it doesn't work. Just to be sure, pressure only works if you are using the rewrite of the mod, and will not work if you are using any of the jars linked in the OP of this thread.
Link: https://bitbucket.org/4HeadTiger/minecraft-finite-fluids-v2.0
The viscosity shouldn't be an issue. Even with just 2-3 blocks worth of head, pressure should travel tens of blocks. That being said, there may be some kind of counting big messing with it somehow...
Umm... probably it needs more debugging
1. Firstly, test if the problem occurs in a superflat world with no other fluids in the surrounding chunks. If it does work in superflat, then it may be an issue with the way pressure is cleared, which I don't know how to fix (someone else might, but I don't).
2. Test the levels of the blocks. Basically, place a redstone torch inside of a fluid block to print the level+pressure+etc to the Java console (NOT chat). With regards to pressure, a block can only flow upwards if it is full, and has pressure > 0 (only full blocks can hold and provide pressure, so it's worth checking all of the blocks involved).
In this situation, the block "U" must be full (level = 8192, or Settings.MAX_FLUID) and pressure > 0 in order to flow upwards;
X O X
X O X
X O X X U X
X O O O O X
X X X X X X
According to the pressure algorithm, the pressure for the blocks should follow this kind of pattern;
X 0 X
X 15 X <== 25 > 0 [air] , so water should flow out
X 30 X X X 25 X
X 45 44 43 42 X
X X X X X X X X
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
This is a pretty cool mod. Even for a WIP/POC Its still pretty realistic. I was even surprised to see that if you have two cubes and you fill one up and let water from one to the other if the other one fills up untill the top of the hole it stops leveling up.
Gifs are cool beans
Yes, but no public build. I can provide a build of a couple week old snapshot if you want, as noted above it deadlocks on saving if you have more than one worker thread, but overall the performance is much better than any of the previous alpha releases.
http://alestan.publicvm.com/bin/RFO.jar
Note that, unlike previous versions, it must be installed on both the client and server side.
I've got a newer version of my fork, but it has a horrible bug. The same code that is working to prevent accidentally destroying Streams crashes on water displacing vines in the swamps.
My "expected free time to fix this" has been delayed, and at the moment I have no ETA. The biggest delay is now done, and a second delay will be done no later than the end of June.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yeah, it just goes in the mod folder. If you're running a dedicated server, it goes in the server mod folder and in the client mod folder.
So, if I set it to multithreadded, how long after I set it back to only one worker thread will it take to stop using the other workers?
iirc it should just not restart the threads after they die (they die if there are no updates in the queue, which usually happens at the end of a sweep, but there's a minor issue I've been meaning to address, where it's possible for the next sweep to start before the previous sweep ends [I haven't addressed it yet, since it's part of a larger issue where threads die and are restarted more than necessary])
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
How hard would it be to modify such that a reduction in the number of authorized threads causes them to quietly quit early? The deadlock issue seems only to show up on world save, which my server does once every half hour. If I could be assured of the threads going away, or even pausing the water processing entirely for a minute before the save, it would let me ramp the water speed up to near real values.
Not very... Have a look in FluidUpdater#notifyChunkComplete(), that's probably the best place to start.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Alright, modding question: How would I save per-chunk fluid data out in the save file, as well as per-world cache data (or would saving/loading the per-chunk data solve the lack of per-world data)?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
ChunkData events. They work sort of like the Chunk load/unload events, but they fire when the chunk is saved or loaded to/from the disk, and they give you an NBT compound which you can put stuff in.
For per-world data, well, it *should* be possible to fit all of the data into the chunks themselves, but if you do need per-world storage, then WorldSavedData is the best way of doing that (just google, there should be lots of threads etc talking about it).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
I gotta say I've enjoyed playing with this mod. I accidentally broke through an ocean bed floor the other day, and I also had enviromine installed. The results were epic. Blocks came crashing down, and a huge wave of water came rushing in. It was happening so fast I had no clue what to do and feared drowning. Luckily there was a little bit of room left that did not flood and I made it back alive.
This happened in seconds lol what a rush. The only thing that bothers me is that the water does not work with shadders unless it's a full block of water, not a little under or a little over. Then again I don't know if that is the way the shadder works. It might not even be this mod, but what do I know.
This mod uses blocks 8 and 9, the two vanilla water blocks. Make sure your shader is playing with both of them.
If you do not use this mod, does your shader work with flowing vanilla water properly?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I see now. The water is perfectly fine and it works with other shaders. This particular water only shader is broken. Thanks for replying keybounce.
I am not planning on doing pressure. 4Head is.
I am planning on doing a rainfall cycle / evaporation / soakage. I don't know if 4Head is.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The build I posted a page ago has pressure working. It's a snapshot of 4Head's version from about a month ago, don't know what's changed since then.
I just double checked, it is there. You have to enable it in the config or via the `/fluids pressure true` command on the server command line. It seems like the pressure updates are very slow though, and the water may be overly viscous. I tested it by putting a hole in the bottom of the ocean, down about 20m, over 3 and up. It does fill the hook, but like I said I think it is overly viscous as it takes quite a while.
A rainfall cycle is actually easy to do. Balancing it? That might be a challenge.
My current plan is to define a "sea level" height, and the higher/lower from that, the faster/slower the evaporation.
Getting time set aside to implement this? ... Priceless :-)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
finitefluids.cfg/1/general_settings/3. Enable Pressure
for testing new settings, the command line lets you make changes on the fly via the /fluids command (try /fluids help)
Like I said, it seems to be too viscous, try putting about 30 m of water above it instead of 3.
The pressure... no idea why it doesn't work. Just to be sure, pressure only works if you are using the rewrite of the mod, and will not work if you are using any of the jars linked in the OP of this thread.
Link: https://bitbucket.org/4HeadTiger/minecraft-finite-fluids-v2.0
The viscosity shouldn't be an issue. Even with just 2-3 blocks worth of head, pressure should travel tens of blocks. That being said, there may be some kind of counting big messing with it somehow...
Umm... probably it needs more debugging
1. Firstly, test if the problem occurs in a superflat world with no other fluids in the surrounding chunks. If it does work in superflat, then it may be an issue with the way pressure is cleared, which I don't know how to fix (someone else might, but I don't).
2. Test the levels of the blocks. Basically, place a redstone torch inside of a fluid block to print the level+pressure+etc to the Java console (NOT chat). With regards to pressure, a block can only flow upwards if it is full, and has pressure > 0 (only full blocks can hold and provide pressure, so it's worth checking all of the blocks involved).
In this situation, the block "U" must be full (level = 8192, or Settings.MAX_FLUID) and pressure > 0 in order to flow upwards;
According to the pressure algorithm, the pressure for the blocks should follow this kind of pattern;
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.