There is an "exact" fluid data table, that has a number, that ranges from 0 (air, or non-fluid) to ... some MAX value. It divides by 8.
The blocks themselves are an approximation to that; 1/8th to 8/8th (full) based on how much fluid is in that table. (Rounded up; 1 unit will look like a full 1/8th block).
4Head's old (proof of concept) code did not properly re-initialize itself on fresh load of a chunk; my (WIP) alpha 3 does.
I was thinking along the lines of "clearing partials"; the idea of "look around and grab enough to fill a bucket" ... sounds like an interesting idea. I have no idea how to even begin catching bucket right-clicks on non-full blocks (at the moment, I'm under the impression that only a full block gets treated as a block, and the non-fulls are "pass-through").
EDIT: So, just like vanilla water -- meta data 0 is "full", meta data 7 is "1/8th". Meta data bit 3 (8+) is used by vanilla for "falling down", and ... I have no idea what it will do to this liquid.
(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?
There is an "exact" fluid data table, that has a number, that ranges from 0 (air, or non-fluid) to ... some MAX value. It divides by 8.
The blocks themselves are an approximation to that; 1/8th to 8/8th (full) based on how much fluid is in that table. (Rounded up; 1 unit will look like a full 1/8th block).
4Head's old (proof of concept) code did not properly re-initialize itself on fresh load of a chunk; my (WIP) alpha 3 does.
I was thinking along the lines of "clearing partials"; the idea of "look around and grab enough to fill a bucket" ... sounds like an interesting idea. I have no idea how to even begin catching bucket right-clicks on non-full blocks (at the moment, I'm under the impression that only a full block gets treated as a block, and the non-fulls are "pass-through").
EDIT: So, just like vanilla water -- meta data 0 is "full", meta data 7 is "1/8th". Meta data bit 3 (8+) is used by vanilla for "falling down", and ... I have no idea what it will do to this liquid.
Here's the two classes, freshly updated to use the proper metadata values. You're welcome to do whatever you want with them. To actually use them, you need to create an instance (could just add a static instance to each class), and call
MinecraftForge.EVENT_BUS.register(fh);
(I do that in the containing mod's postInit event handler).
Edit: You'll need to deal with adding the needed imports, I have each of thesetucked away inside a parent class, and didn't want to dig out which imports are for the parent and which are for these. Eclipse et al should be able to do it automatically, but if you get stuck give a shout.
This is something I've always planned to write into the mod directly. It will be more reliable, because I can use the actual fluid value. Then I need to make a pump that can do the same (and lperkins, didn't you say something about a problem with pumps in oceans? I might have to work on one that's a bit more ocean friendly [takes water from a wider area, tries to maintain a more even surface height, etc)])...
Oh yeah, it nearly ran fine btw. Apart from one typo causing it to quit during the server tick, and a y <=> cy muddleup in one place, it worked. Still a long way to go, but now I can actually debug it
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Hey, I am fairly new to this mod page and have been checking a few things out. I have always loved the idea of Finite water and am stocked that someone is finally recreating it. I was just thinking it would be cool if some how something like a spring could be implemented into the mod. This way natural rivers and lakes would be created eventually and you could dam up an aria to make a lake.
I was also wondering if flowing water would have the same effect on machines in other mods like water turbines. If it worked together then it would be cool to be able to dam up an aria and make a hydro-dam. Lastly, I saw that you were planing to implement rain fall creating puddles and evaporating which is awesome, just wondering if that is in the released version yet. Thanks.
This is something I've always planned to write into the mod directly. It will be more reliable, because I can use the actual fluid value. Then I need to make a pump that can do the same (and lperkins, didn't you say something about a problem with pumps in oceans? I might have to work on one that's a bit more ocean friendly [takes water from a wider area, tries to maintain a more even surface height, etc)])...
Oh yeah, it nearly ran fine btw. Apart from one typo causing it to quit during the server tick, and a y <=> cy muddleup in one place, it worked. Still a long way to go, but now I can actually debug it
The issue with the ocean is the near/far update system. If you set the threshold for 'far' updates out a long ways, it triggers lots of block updates the entire time, but draws the ocean level down properly. If you set it close in, you don't get the lag all the time, but the ocean get pitted, and then if you approach the edge of the 'magic waterfalls', you get terrible lag spikes as it equalizes. Ironically, with the network traffic being the major problem, setting the far distance a long ways past people's render distance reduces the overall lag, since the block updates don't get sent.
Also, I just noticed I have the bucket handler return the liquid item, not a bucket containing it :S...
In the old alpha release, rainfall adds to existing puddles. I don't know in keybounce's version. So far, none of the versions have puddles evapourate. 2 posts up there's a link to a class that will make puddles evapourate, but it's not included in the mod.
The issue with the ocean is the near/far update system. If you set the threshold for 'far' updates out a long ways, it triggers lots of block updates the entire time, but draws the ocean level down properly. If you set it close in, you don't get the lag all the time, but the ocean get pitted, and then if you approach the edge of the 'magic waterfalls', you get terrible lag spikes as it equalizes. Ironically, with the network traffic being the major problem, setting the far distance a long ways past people's render distance reduces the overall lag, since the block updates don't get sent.
LOL.
I have something sketched up for the block updater, as in, how to flag, compress, and send blocks. The entire updater is going to be an utterly massive piece of code though, so I will probably delay it until I have enough of everything else for a public release of the rewrite
In the old alpha release, rainfall adds to existing puddles. I don't know in keybounce's version. So far, none of the versions have puddles evapourate. 2 posts up there's a link to a class that will make puddles evapourate, but it's not included in the mod.
Oh yeah, also need to write a random ticker. Thanks for reminding me
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
(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?
This kind of approach also works, but... It seems messy... AtomicIntegerArray is much easier;
AtomicIntegerArray n = new AtomicIntegerArray(size);
Plus these not only avoid wrapping every element into an individual object, but also expose a heap of other functionality (AtomicInteger is much more powerful than volatile).
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
EDIT: Oh, turns out experiencing a crash with a thread, seems to print a different stack trace... Or something... I can't actually tell - MC crash logs are missing some info, and I can't stick my own code in at the place it's crashing... Why can't gradle set up projects with a modifiable Forge environment...
EDIT II: Ooooh...
EDIT III: Okay, so you guys remember when I said this about the new block updating thing a few hours ago?
so I will probably delay it
I lied.
I need to make it or the mod won't actually work.
EDIT 4: No, still lying. I can use a really filthy hack to make things work for the time being LOL.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Atomic integer may be more powerful than volatile, but any synchronized() block will have overhead. More than just the volatile.
For the server, in a dedicated server setup: setting the NEAR to 11 SQUARE chunks, since it only sends 10 square chunks to the client, should work. But for that to work, the "circle-distance" needs to be replaced with "square-distance".
For single player, that doesn't work. But then, there's no network delay in single player. Except ... how does LAN mode work?
(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?
Atomic integer may be more powerful than volatile, but any synchronized() block will have overhead. More than just the volatile.
For the server, in a dedicated server setup: setting the NEAR to 11 SQUARE chunks, since it only sends 10 square chunks to the client, should work. But for that to work, the "circle-distance" needs to be replaced with "square-distance".
For single player, that doesn't work. But then, there's no network delay in single player. Except ... how does LAN mode work?
Well, 15 would be the critical radius, since it's a circle. That puts the edge of the zone from 10.6 to 15 chunks out. Single player performance is fine; with LAN mode, the host gets no lag, and everyone else gets some. Most LANs can handle at least 10mbps, 100mbps is common, and 1gbps is supported by pretty much all new hardware. Wireless, you're talking 50mbps ish, for most hardware. Since each client pulls ~1mbps for fast updating water, that means you're good to at least 10 people on a LAN. Since I've go a 1gbps link to my server, I run with fast updating water to let oceans equalize whenever I'm the only one on.
On a related note, forced chunks should count like players for the purposes of fast water updates.
I have something sketched up for the block updater, as in, how to flag, compress, and send blocks. The entire updater is going to be an utterly massive piece of code though, so I will probably delay it until I have enough of everything else for a public release of the rewrite
Oh yeah, also need to write a random ticker. Thanks for reminding me
If you get your code base far enough along to show us, even if it's not far enough to release binaries, I could probably take a look at implementing the block updater.
AtomicInteger works using memory barriers, same as volatile.
Ummm... not sure what we're talking about with the server update distances. The problem I was having was; using different threads to mark blocks for update, can occasionally cause a null pointer exception (and forced exit) on the server
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
with LAN mode, the host gets no lag, and everyone else gets some. Most LANs can handle at least 10mbps, 100mbps is common, and 1gbps is supported by pretty much all new hardware. Wireless, you're talking 50mbps ish, for most hardware. Since each client pulls ~1mbps for fast updating water, that means you're good to at least 10 people on a LAN.
Consider also the "hack" case of a "Server" that is single player most of the time (5 days a week), and multiplayer only occasionally. Main player does "open to LAN", when others want to join in, and adjusts the port forwarding on the router based on the actual opened port.
Result: Single-player goodness most of the time (including the ability to pause the game if real life calls), yet still working with friends over the internet when desired.
(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?
EDIT: So, just like vanilla water -- meta data 0 is "full", meta data 7 is "1/8th". Meta data bit 3 (8+) is used by vanilla for "falling down", and ... I have no idea what it will do to this liquid.
So my code has an explicit test for meta's 8 or above, and treats them as full blocks; it's the rest of the code that flows them downward first, and sideways second.
===
Quick code review question: RealisticFluids.serverTick(), in the "FIND CHUNKS" section, am I correct in thinking that it runs over the list of chunks once for each player, so that if:
A: If two players are in the same area, then each chunk will be added to the near/far lists twice, and
B: If two players are in different areas, then a given chunk can end up on both the near list AND the far list, and
C: If there's more than two players, it just gets worse and worse?
Does this also mean that fluid flows faster if there's multiple players because it runs each one more than once?
(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 ... I'm sure that this will be an easy fix -- I'm merging my changes all together right now --, but can you imagine what the flow will look like?
EDIT: *dang* you editor Eclipse! It's bad enough that you only recompile files that you think have changed, but doing a "make clean" by removing the bin directory won't force a recompile.
That picture is a combination of mixed versions of code files causing a massive spread, plus failing to even load the mod giving normal vanilla water flow on the edge. Sheesh.
(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?
If you get your code base far enough along to show us, even if it's not far enough to release binaries, I could probably take a look at implementing the block updater.
Nearly there. I have a hack in place that can work for the time being, when I get flow working better, and clean a few things up, I will make the repo public and we can see where things are at.
Quick code review question: RealisticFluids.serverTick(), in the "FIND CHUNKS" section, am I correct in thinking that it runs over the list of chunks once for each player, so that if:
A: If two players are in the same area, then each chunk will be added to the near/far lists twice, and
B: If two players are in different areas, then a given chunk can end up on both the near list AND the far list, and
C: If there's more than two players, it just gets worse and worse?
Does this also mean that fluid flows faster if there's multiple players because it runs each one more than once?
Yes, this is correct. I actually remember typing this up some time ago (when talking about how buggy the old scheduler was; "IIRC I didn't even fix the bug where chunks can update twice lol"), but it's possible I proofed it out before I hit post...
(rewrite uses sets to organize them properly. Happy to explain the solution if you want).
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
(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?
For a flowing fluid here, there are two numbers.
There is an "exact" fluid data table, that has a number, that ranges from 0 (air, or non-fluid) to ... some MAX value. It divides by 8.
The blocks themselves are an approximation to that; 1/8th to 8/8th (full) based on how much fluid is in that table. (Rounded up; 1 unit will look like a full 1/8th block).
4Head's old (proof of concept) code did not properly re-initialize itself on fresh load of a chunk; my (WIP) alpha 3 does.
I was thinking along the lines of "clearing partials"; the idea of "look around and grab enough to fill a bucket" ... sounds like an interesting idea. I have no idea how to even begin catching bucket right-clicks on non-full blocks (at the moment, I'm under the impression that only a full block gets treated as a block, and the non-fulls are "pass-through").
EDIT: So, just like vanilla water -- meta data 0 is "full", meta data 7 is "1/8th". Meta data bit 3 (8+) is used by vanilla for "falling down", and ... I have no idea what it will do to this liquid.
* 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?
Here's the two classes, freshly updated to use the proper metadata values. You're welcome to do whatever you want with them. To actually use them, you need to create an instance (could just add a static instance to each class), and call
MinecraftForge.EVENT_BUS.register(fh);
(I do that in the containing mod's postInit event handler).
https://gist.github.com/perkinslr/c233a9f39ddc5ce53f71
https://gist.github.com/perkinslr/6ff753230fd655451a35
Edit: You'll need to deal with adding the needed imports, I have each of thesetucked away inside a parent class, and didn't want to dig out which imports are for the parent and which are for these. Eclipse et al should be able to do it automatically, but if you get stuck give a shout.
This is something I've always planned to write into the mod directly. It will be more reliable, because I can use the actual fluid value. Then I need to make a pump that can do the same (and lperkins, didn't you say something about a problem with pumps in oceans? I might have to work on one that's a bit more ocean friendly [takes water from a wider area, tries to maintain a more even surface height, etc)])...
Oh yeah, it nearly ran fine btw. Apart from one typo causing it to quit during the server tick, and a y <=> cy muddleup in one place, it worked. Still a long way to go, but now I can actually debug it
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Hey, I am fairly new to this mod page and have been checking a few things out. I have always loved the idea of Finite water and am stocked that someone is finally recreating it. I was just thinking it would be cool if some how something like a spring could be implemented into the mod. This way natural rivers and lakes would be created eventually and you could dam up an aria to make a lake.
I was also wondering if flowing water would have the same effect on machines in other mods like water turbines. If it worked together then it would be cool to be able to dam up an aria and make a hydro-dam. Lastly, I saw that you were planing to implement rain fall creating puddles and evaporating which is awesome, just wondering if that is in the released version yet. Thanks.
The issue with the ocean is the near/far update system. If you set the threshold for 'far' updates out a long ways, it triggers lots of block updates the entire time, but draws the ocean level down properly. If you set it close in, you don't get the lag all the time, but the ocean get pitted, and then if you approach the edge of the 'magic waterfalls', you get terrible lag spikes as it equalizes. Ironically, with the network traffic being the major problem, setting the far distance a long ways past people's render distance reduces the overall lag, since the block updates don't get sent.
Also, I just noticed I have the bucket handler return the liquid item, not a bucket containing it :S...
In the old alpha release, rainfall adds to existing puddles. I don't know in keybounce's version. So far, none of the versions have puddles evapourate. 2 posts up there's a link to a class that will make puddles evapourate, but it's not included in the mod.
LOL.
I have something sketched up for the block updater, as in, how to flag, compress, and send blocks. The entire updater is going to be an utterly massive piece of code though, so I will probably delay it until I have enough of everything else for a public release of the rewrite
Oh yeah, also need to write a random ticker. Thanks for reminding me
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Rainfall/evaporation is planned for my alpha 4; alpha 3's goal is protecting streams/mod water.
===
On the issue of an array of volatiles: I am forwarding this solution from Stack Overflow:
* 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?
This kind of approach also works, but... It seems messy... AtomicIntegerArray is much easier;
Plus these not only avoid wrapping every element into an individual object, but also expose a heap of other functionality (AtomicInteger is much more powerful than volatile).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
EDIT: Oh, turns out experiencing a crash with a thread, seems to print a different stack trace... Or something... I can't actually tell - MC crash logs are missing some info, and I can't stick my own code in at the place it's crashing... Why can't gradle set up projects with a modifiable Forge environment...
EDIT II: Ooooh...
EDIT III: Okay, so you guys remember when I said this about the new block updating thing a few hours ago?
I lied.
I need to make it or the mod won't actually work.
EDIT 4: No, still lying. I can use a really filthy hack to make things work for the time being LOL.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Atomic integer may be more powerful than volatile, but any synchronized() block will have overhead. More than just the volatile.
For the server, in a dedicated server setup: setting the NEAR to 11 SQUARE chunks, since it only sends 10 square chunks to the client, should work. But for that to work, the "circle-distance" needs to be replaced with "square-distance".
For single player, that doesn't work. But then, there's no network delay in single player. Except ... how does LAN mode work?
* 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?
Well, 15 would be the critical radius, since it's a circle. That puts the edge of the zone from 10.6 to 15 chunks out. Single player performance is fine; with LAN mode, the host gets no lag, and everyone else gets some. Most LANs can handle at least 10mbps, 100mbps is common, and 1gbps is supported by pretty much all new hardware. Wireless, you're talking 50mbps ish, for most hardware. Since each client pulls ~1mbps for fast updating water, that means you're good to at least 10 people on a LAN. Since I've go a 1gbps link to my server, I run with fast updating water to let oceans equalize whenever I'm the only one on.
On a related note, forced chunks should count like players for the purposes of fast water updates.
If you get your code base far enough along to show us, even if it's not far enough to release binaries, I could probably take a look at implementing the block updater.
AtomicInteger works using memory barriers, same as volatile.
Ummm... not sure what we're talking about with the server update distances. The problem I was having was; using different threads to mark blocks for update, can occasionally cause a null pointer exception (and forced exit) on the server
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Consider also the "hack" case of a "Server" that is single player most of the time (5 days a week), and multiplayer only occasionally. Main player does "open to LAN", when others want to join in, and adjusts the port forwarding on the router based on the actual opened port.
Result: Single-player goodness most of the time (including the ability to pause the game if real life calls), yet still working with friends over the internet when desired.
* 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?
So my code has an explicit test for meta's 8 or above, and treats them as full blocks; it's the rest of the code that flows them downward first, and sideways second.
===
Quick code review question: RealisticFluids.serverTick(), in the "FIND CHUNKS" section, am I correct in thinking that it runs over the list of chunks once for each player, so that if:
A: If two players are in the same area, then each chunk will be added to the near/far lists twice, and
B: If two players are in different areas, then a given chunk can end up on both the near list AND the far list, and
C: If there's more than two players, it just gets worse and worse?
Does this also mean that fluid flows faster if there's multiple players because it runs each one more than once?
* 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?
So ... I'm sure that this will be an easy fix -- I'm merging my changes all together right now --, but can you imagine what the flow will look like?
EDIT: *dang* you editor Eclipse! It's bad enough that you only recompile files that you think have changed, but doing a "make clean" by removing the bin directory won't force a recompile.
That picture is a combination of mixed versions of code files causing a massive spread, plus failing to even load the mod giving normal vanilla water flow on the edge. Sheesh.
* 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?
Nearly there. I have a hack in place that can work for the time being, when I get flow working better, and clean a few things up, I will make the repo public and we can see where things are at.
Yes, this is correct. I actually remember typing this up some time ago (when talking about how buggy the old scheduler was; "IIRC I didn't even fix the bug where chunks can update twice lol"), but it's possible I proofed it out before I hit post...
(rewrite uses sets to organize them properly. Happy to explain the solution if you want).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
So ... feel free to enjoy this...
* 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 completely lost it when you said;
(I've destroyed so many worlds like this lol. That phrase just fits so perfectly).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Tee hee. There's a reason I test with update range of 1 :-).
And, it will drain -- that bug (the c. versus w. bit me again) is now fixed.
Still ... I have to wonder what chunk 0 looks like now (from x/z 0 to 15)
* 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?