Fixes the strange water physics in large bodies of water which makes underwater work in Minecraft so painful. By making water spread over other water source blocks and making unsupported water source blocks fall it prevents "holes" from appearing in the depths of a pool or from forming "whirlpools" on the surface.
It also happens to allow neat falling water and lava effects and, for the dedicated, lava cannons!
The mod is deliberately minimal in the code it changes so should be compatible with anything which doesn't touch the same two files (falling sand and flowing liquid).
Lava cannons!
Messing with the depths!
Etalyx's review / spotlight! (the problem with water not "inflating" flowing water should be fixed in the version for 1.0.0)
Skip to 1:30 for falling liquids :smile.gif:
Mod for Minecraft 1.0.0 is now available on mediafire. Old versions for 1.8.1 and 1.9pre5 are also available (and should behave almost identically).
this has already been made, there is a mod called FiniteLiquid : http://www.djoslin.info/finiteliquid.php ,still if you only want the physics i guess you can get this mod only.
this mod is not the same... finite fluid equally distributes when you fill an area and flows realistically, this mod just makes water fill in a little better, and makes it fall when stuck to the side of a flat wall or something.
Note. I love this mod, works great with the zeppelin mod, before when i made a boat that had parts in the water, when you drove it it looked fine, but when you stopped the craft and let it rejoin it would displace the water and make lil whirlpools making my water ugly. this fixed it, now i can start n stop my boat and it never leaves a dent in the water :biggrin.gif: THANK YOU!
1) The only problem I see with Notch's water physics is that it's undocumented. Notch did't tell how it should work. But you didn't tell rules of your physics either. Please fix this.
2) Imagine digging tunnel under sea bed. Sand falls down into tunnel. water falls down, forming a source block on the ground of your tunnel. You close the hole, but water isn't gone. Is this intended?
Minecraft Mods.
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-Must modify the minecraft.jar file.
-Must contain the class files. .exe only downloads will be removed. -Must have pictures.
-Must follow title format. -Must have an installation guide.
-Any required permissions must be displayed in the original post.
-NO asking for mods to update.
1) The only problem I see with Notch's water physics is that it's undocumented. Notch did't tell how it should work. But you didn't tell rules of your physics either. Please fix this.
2) Imagine digging tunnel under sea bed. Sand falls down into tunnel. water falls down, forming a source block on the ground of your tunnel. You close the hole, but water isn't gone. Is this intended?
3) You should replace "fixes" with "changes". You can't fix something that works as intended or at least wasn't proofed not to work as intended.
4) I'm not sure if water falling like sand is less strange than holes in the ocean. :smile.gif:
WOW DiEvAl, talk about pissing on someone's fireworks! Great mod btw, can't use it as I'm playing the RC2 atm, but I will when Minecraft is released and this is updated :biggrin.gif:
LOL, this :smile.gif:
Rollback Post to RevisionRollBack
War doesn't decide who is right, just who is left...
Can you please make it work for SMP as well? I absolutely hate the fact that water, especially large bodies of water, is ridiculously hard to fix and people mess it up ALL the time...
This honestly should be the Official physics of Water/liquids in general.
It does all of the amazing things listed below which has been the goal of Notch :
Prevents grievers from easily grieving.
Allows a believable simulation of liquid, without spending any extra power of the pc to simulate.
Follows the "infinite" behavior of liquids to consistently pour without tedious work. Which is Something notch will NEVER give up.
This mod is truly amazing, I love the capability of it all. It has no flaws, but does make "tnt cannon" creation a bit more complex to make, which actually isn't much of a problem as long as you observe how water behaves.
Ok, I don't often say this, but... Wow. I'm a stickler for rules sometimes, and even I think that was a bit overboard.
If a mod must post pictures, then he's got one up on it. He's got a frikkin' video!
As far as a response to #2 of your list of 6: Maybe intentional, maybe not, but that's one of the risks of this mod now. Flood a cavern (Not really. This mod only goes down, not out unless there's more blocks of water nearby to fill in with.) and pay the consequences instead of just fixing everything with a cobblestone plug. Do just that eensy bit more work soaking up the water with dirt, or maybe even picking it up with a bucket.
-----
Anyways, this looks like a really nice mod. I do believe I'm going to download this and give it a shot. 8D Good work OP.
There is another "rule" you could add to make water act a bit more realistic.
When Water block "falls", Check sides before falling. If water block is detected, then Pull water block-aka deleting the water block detected, and then placing a water block Exactly where the now "water falling" entity is.
This would make it so that "lakes" could drain, via pulling water from connected cubes of water. Eventual, and usually slowly it all would go down the drain.
Though there is a flaw.
As you have it currently the rule that water is deleted upon hitting into a water block.
An alternate rule would be.
If water entity hits water block.
Water entity looks around the "sides" of the water block and tries to spawn water there.
If no where else but the "top" of water block then it spawns water there.
Resume normal water entity deletion "aka what you use for the dropping of water I assume".
This rule would only allow a straight column of water to defuse like a puddle upon the ground upon falling and thus doesn't take up alot of cpu. Also using this with pistons it essentially is possible to create a weird form of "pump" as the last part of the check spawns a water block "above" if all other sides are "covered".
There is no way for water to "fall up" so you don't have to worry about placement of water "below" the water block, so leave that check out and spawn rule entirely.
This way water is able to "fill" a place, the logic may be a small bit glitched, but it is something to consider.
I also forgot, In these checks "Ignore" the branches of water or the branches of lava, but all other blocks should be considered for the check as they block water to even include water Source blocks, and lava Source blocks. Air of course isn't counted as well.
Hullo there! My name is etalyx and I just posted a mod spotlight for your simple but game-changing mod. Hope you enjoy it :biggrin.gif:. I hope you update it soon!
There is another "rule" you could add to make water act a bit more realistic.
When Water block "falls", Check sides before falling. If water block is detected, then Pull water block-aka deleting the water block detected, and then placing a water block Exactly where the now "water falling" entity is.
This would make it so that "lakes" could drain, via pulling water from connected cubes of water. Eventual, and usually slowly it all would go down the drain.
Though there is a flaw.
As you have it currently the rule that water is deleted upon hitting into a water block.
An alternate rule would be.
If water entity hits water block.
Water entity looks around the "sides" of the water block and tries to spawn water there.
If no where else but the "top" of water block then it spawns water there.
Resume normal water entity deletion "aka what you use for the dropping of water I assume".
This rule would only allow a straight column of water to defuse like a puddle upon the ground upon falling and thus doesn't take up alot of cpu. Also using this with pistons it essentially is possible to create a weird form of "pump" as the last part of the check spawns a water block "above" if all other sides are "covered".
There is no way for water to "fall up" so you don't have to worry about placement of water "below" the water block, so leave that check out and spawn rule entirely.
This way water is able to "fill" a place, the logic may be a small bit glitched, but it is something to consider.
I also forgot, In these checks "Ignore" the branches of water or the branches of lava, but all other blocks should be considered for the check as they block water to even include water Source blocks, and lava Source blocks. Air of course isn't counted as well.
But then you might as well download the finite liquid mod, which this mod is not...
Rollback Post to RevisionRollBack
Well I -suppose- I should write something here. But I also should make a new account D<
Goddamn do I hate this name z_z
It also happens to allow neat falling water and lava effects and, for the dedicated, lava cannons!
The mod is deliberately minimal in the code it changes so should be compatible with anything which doesn't touch the same two files (falling sand and flowing liquid).
Lava cannons!
Messing with the depths!
Etalyx's review / spotlight! (the problem with water not "inflating" flowing water should be fixed in the version for 1.0.0)
Skip to 1:30 for falling liquids :smile.gif:
Mod for Minecraft 1.0.0 is now available on mediafire. Old versions for 1.8.1 and 1.9pre5 are also available (and should behave almost identically).
I'm so sick of the water physics,glad to see someone figured it out.
this mod is not the same... finite fluid equally distributes when you fill an area and flows realistically, this mod just makes water fill in a little better, and makes it fall when stuck to the side of a flat wall or something.
Note. I love this mod, works great with the zeppelin mod, before when i made a boat that had parts in the water, when you drove it it looked fine, but when you stopped the craft and let it rejoin it would displace the water and make lil whirlpools making my water ugly. this fixed it, now i can start n stop my boat and it never leaves a dent in the water :biggrin.gif: THANK YOU!
2) Imagine digging tunnel under sea bed. Sand falls down into tunnel. water falls down, forming a source block on the ground of your tunnel. You close the hole, but water isn't gone. Is this intended?
3) You should replace "fixes" with "changes". You can't fix something that works as intended or at least wasn't proofed not to work as intended.
4) I'm not sure if water falling like sand is less strange than holes in the ocean. :smile.gif:
5) Falling water is EntityFallingSand, right?
6) This thread violate Minecraft Mods section rules: http://www.minecraftforum.net/forum-51/announcement-54-mapping-and-modding-section-specific-rules-and-information-10242011/
It shouldn't be very difficult to fix.
If you think that's strange, you probably play too much Minecraft.
Videos work the same as pictures...
LOL, this :smile.gif:
War doesn't decide who is right, just who is left...
It does all of the amazing things listed below which has been the goal of Notch :
Prevents grievers from easily grieving.
Allows a believable simulation of liquid, without spending any extra power of the pc to simulate.
Follows the "infinite" behavior of liquids to consistently pour without tedious work. Which is Something notch will NEVER give up.
This mod is truly amazing, I love the capability of it all. It has no flaws, but does make "tnt cannon" creation a bit more complex to make, which actually isn't much of a problem as long as you observe how water behaves.
I vote this mod to be official.
Downloading.
Is it compatible with Forge API?
Click Here To Know How To Get Rid Of Black Screen Problem Forever
Ok, I don't often say this, but... Wow. I'm a stickler for rules sometimes, and even I think that was a bit overboard.
If a mod must post pictures, then he's got one up on it. He's got a frikkin' video!
As far as a response to #2 of your list of 6: Maybe intentional, maybe not, but that's one of the risks of this mod now. Flood a cavern (Not really. This mod only goes down, not out unless there's more blocks of water nearby to fill in with.) and pay the consequences instead of just fixing everything with a cobblestone plug. Do just that eensy bit more work soaking up the water with dirt, or maybe even picking it up with a bucket.
-----
Anyways, this looks like a really nice mod. I do believe I'm going to download this and give it a shot. 8D Good work OP.
When Water block "falls", Check sides before falling. If water block is detected, then Pull water block-aka deleting the water block detected, and then placing a water block Exactly where the now "water falling" entity is.
This would make it so that "lakes" could drain, via pulling water from connected cubes of water. Eventual, and usually slowly it all would go down the drain.
Though there is a flaw.
As you have it currently the rule that water is deleted upon hitting into a water block.
An alternate rule would be.
If water entity hits water block.
Water entity looks around the "sides" of the water block and tries to spawn water there.
If no where else but the "top" of water block then it spawns water there.
Resume normal water entity deletion "aka what you use for the dropping of water I assume".
This rule would only allow a straight column of water to defuse like a puddle upon the ground upon falling and thus doesn't take up alot of cpu. Also using this with pistons it essentially is possible to create a weird form of "pump" as the last part of the check spawns a water block "above" if all other sides are "covered".
There is no way for water to "fall up" so you don't have to worry about placement of water "below" the water block, so leave that check out and spawn rule entirely.
This way water is able to "fill" a place, the logic may be a small bit glitched, but it is something to consider.
I also forgot, In these checks "Ignore" the branches of water or the branches of lava, but all other blocks should be considered for the check as they block water to even include water Source blocks, and lava Source blocks. Air of course isn't counted as well.
But then you might as well download the finite liquid mod, which this mod is not...
Goddamn do I hate this name z_z