I love the idea of waterfalls, but I must say the picture you have in the inital post is a bit too grand. I think that a huge Niagra Falls formation like the one in your inital post should be rather rare.It would be nice if you could maybe provide a picture of a slightly more simple water fall as well as the huge one. Minecraft really should have waterfalls.
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Maybe if waterfalls were as rare as mushroom biomes, MAYBE. But those are too large. I support the idea, but the falls should only be like: 9-15 blocks wide, remember it may stir up a lot of lag.
Maybe if waterfalls were as rare as mushroom biomes, MAYBE. But those are too large. I support the idea, but the falls should only be like: 9-15 blocks wide, remember it may stir up a lot of lag.
No, it wouldnt create a lot of lag, because flowing water is not an entity. Your computer does not have to think about each flowing block of water individually, or at least not like it has to really think about several hundred entities of wheat on the ground. Trust me, I've been in worlds that have waterfalls like these and they don't affect my computers performance very much.
I finally added a poll to see how many people support big waterfalls vs small waterfalls.
Saw your banner in another thread you posted in today. Real flowing rivers and water falls while difficult should be possible, but it would take a complete overhaul of the current generation system. First of all you would need a much greater rise in elevation as the terrain goes inland from the oceans than the generation currently has. In fact I think the current standard smaller biome generation would be too small in scale to make this work very well, something more along the lines of the large biomes, at least for more distance between ocean coast lines to make enough space to make the rivers flow without being crazy steep and to leave room for water fall drops at all.
Thing about it this way. Lets say generation was changed so that elevations approached and even surpassed the cloud layer at Y=128 at points. That would still only leave you around 60-64 blocks of drop from way up there to the ocean level at Y=64. The waterfall in the picture in your OP is at least over 30 blocks long. That would leave roughly another 30 blocks of elevation for river flow. Which if the river flowed maximum each elevation drop would flow about 200 blocks before reaching the ocean.
Making a river bed that looks fairly natural would be the tricky part here. I had considered the possibility that you could use a modified version of the cave generation system to carve out a shallow oval shape along the surface in a predetermined path generated by the terrain generation. The problem with this kind of terrain modeling is it become VERY 3d in nature which increases the difficulty to get these kinds of custom generation working correctly.
It's because of the high degree of difficulty and the massive changes to the terrain generation system that I would be tempted if I was the developer to make pre-modeled special natural features that I would set into the generated terrain instead. This would work much like how structures are currently placed into the terrain, but would need a more robust placement system, which the structures could already use IMO.
These features could include:
Waterfall that falls into a pool or exiting rivers we have now.
Volcanoes
Desert oasis
Mesa's
etc.
Saw your banner in another thread you posted in today. Real flowing rivers and water falls while difficult should be possible, but it would take a complete overhaul of the current generation system. First of all you would need a much greater rise in elevation as the terrain goes inland from the oceans than the generation currently has. In fact I think the current standard smaller biome generation would be too small in scale to make this work very well, something more along the lines of the large biomes, at least for more distance between ocean coast lines to make enough space to make the rivers flow without being crazy steep and to leave room for water fall drops at all.
Thing about it this way. Lets say generation was changed so that elevations approached and even surpassed the cloud layer at Y=128 at points. That would still only leave you around 60-64 blocks of drop from way up there to the ocean level at Y=64. The waterfall in the picture in your OP is at least over 30 blocks long. That would leave roughly another 30 blocks of elevation for river flow. Which if the river flowed maximum each elevation drop would flow about 200 blocks before reaching the ocean.
Making a river bed that looks fairly natural would be the tricky part here. I had considered the possibility that you could use a modified version of the cave generation system to carve out a shallow oval shape along the surface in a predetermined path generated by the terrain generation. The problem with this kind of terrain modeling is it become VERY 3d in nature which increases the difficulty to get these kinds of custom generation working correctly.
It's because of the high degree of difficulty and the massive changes to the terrain generation system that I would be tempted if I was the developer to make pre-modeled special natural features that I would set into the generated terrain instead. This would work much like how structures are currently placed into the terrain, but would need a more robust placement system, which the structures could already use IMO.
These features could include:
Waterfall that falls into a pool or exiting rivers we have now.
Volcanoes
Desert oasis
Mesa's
etc.
Waterfalls would best fit if they were integrated into mountain biomes because other biomes dont have enough of a height difference to make a significant fall. They could get a biome of their own, but they're probably better off sticking with other mountain biomes. It would require an overhaul of mountain biomes, but it shouldn't be too unreasonable to make waterfalls work.
The only changes would be to make lakes or a streams on the actual mountains and to change one of the sides of a mountain near a waterfall. Lakes and streams would be generated on a flat area on the top of a mountain so that they dont have to change that much from the current generation. The sides of mountains that have waterfalls would basically be described as overhangs. Waterfalls off the sides of mountains would always land in a lake or an ocean that we already have now, so that wouldn't need to be tweaked.
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and waterfalls...
Dams would be great. We really need waterfalls. Keep spreading this thread guys.
Full Support!
Probably just some kid. Who cares?
As far as minecraft generation goes right now, it probably would add some weird generation, but like all things it would eventually get worked out.
I cant mod, but if anyone here would like to mod this I would have no problem with that
No, it wouldnt create a lot of lag, because flowing water is not an entity. Your computer does not have to think about each flowing block of water individually, or at least not like it has to really think about several hundred entities of wheat on the ground. Trust me, I've been in worlds that have waterfalls like these and they don't affect my computers performance very much.
I finally added a poll to see how many people support big waterfalls vs small waterfalls.
Thing about it this way. Lets say generation was changed so that elevations approached and even surpassed the cloud layer at Y=128 at points. That would still only leave you around 60-64 blocks of drop from way up there to the ocean level at Y=64. The waterfall in the picture in your OP is at least over 30 blocks long. That would leave roughly another 30 blocks of elevation for river flow. Which if the river flowed maximum each elevation drop would flow about 200 blocks before reaching the ocean.
Making a river bed that looks fairly natural would be the tricky part here. I had considered the possibility that you could use a modified version of the cave generation system to carve out a shallow oval shape along the surface in a predetermined path generated by the terrain generation. The problem with this kind of terrain modeling is it become VERY 3d in nature which increases the difficulty to get these kinds of custom generation working correctly.
It's because of the high degree of difficulty and the massive changes to the terrain generation system that I would be tempted if I was the developer to make pre-modeled special natural features that I would set into the generated terrain instead. This would work much like how structures are currently placed into the terrain, but would need a more robust placement system, which the structures could already use IMO.
These features could include:
Waterfall that falls into a pool or exiting rivers we have now.
Volcanoes
Desert oasis
Mesa's
etc.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Waterfalls would best fit if they were integrated into mountain biomes because other biomes dont have enough of a height difference to make a significant fall. They could get a biome of their own, but they're probably better off sticking with other mountain biomes. It would require an overhaul of mountain biomes, but it shouldn't be too unreasonable to make waterfalls work.
The only changes would be to make lakes or a streams on the actual mountains and to change one of the sides of a mountain near a waterfall. Lakes and streams would be generated on a flat area on the top of a mountain so that they dont have to change that much from the current generation. The sides of mountains that have waterfalls would basically be described as overhangs. Waterfalls off the sides of mountains would always land in a lake or an ocean that we already have now, so that wouldn't need to be tweaked.