oh jesus.
you are now officially the best modder around.
Could you make a version that makes ALL the water behave like this? Or is there a reason you cant?
And why not add wood pipe ?
With a length limit (not more 10 wood pipe, for example).
And sorry for my bad English.
Thanks! And I'll consider adding wood, but it doesn't seem to be necessary.
Quote from KamikazeReaper »
Looks kinda buggy but I will definently keep my eye on this!
Yeah, I still have a few bugs to fix. But it should be working pretty well.
Quote from Shigan »
I tweeted this to Notch, hopefully he will take a look at this. This deserves recognition.
That would be really cool if he does. You might not know this, but I'm a big fan.
Quote from Quarg »
fantastic! only one issue, you can't place blocks in the fluid.
Yeppp. I fixed this bug, but it requires a change to the world.java file. Which would probably conflict with a ton of stuff. I'm pretty sure there's a bug in the function that checks it.
Quote from Shigan »
As he posted, [quote=]lakes of a more turqoise shade will spawn at random
which means that your seas will be fine. Lakes will randomly spawn with the new water that is finite' date=' or you could use an inventory editor to gain blocks of the finite liquid for your projects[/quote']
Truth!
Quote from Quarg »
could you make it so that you can pump finite water from normal water?
That doesn't make much sense. It would just flow forever. (If you want it to flow forever, place some of the new liquid on top of diamond blocks. Shhh it's a secret).
Quote from Rubs10 »
Amazing. I hope a way is discovered to replace the game's water with this, it would make Minecraft even more amazing.
Replacing all the water would cause insane amounts of lag. I'll try it one day for science though.
Quote from opoisgod »
thats really nice!
how about connecting the pumps to redstone circuits to activate it that way too?
you can make traps with this!
do the pumps work with normal water and lava?
It already works like that!
Quote from Jamy1016 »
Would love to use this but it clashes with industrialcrafts mining pipe -sigh- any chance you could fix this?
I'll look into merging stuff after the 1.5 update.
Quote from AugustBebel »
This mod is Awesome!
But i can't download it.
Plz make a mirror for download & instruction.
Why not?
And install like every other mod. *.class files and /imgz/ folder go in minecraft.jar
Quote from Timbor »
oh jesus.
you are now officially the best modder around.
Could you make a version that makes ALL the water behave like this? Or is there a reason you cant?
Could you make a version which REPLACES all water with this.
Since I honestly, Will be fine with erasing all my saves for this mod...
SERIOUSLY, I"LL DO IT!!! ;D
hmm? Cheap leaky pipes made of sugar cane (reed) that have distance limits, cannot float in the air (need support from blocks) and sometimes leak a bit of water. It's good for beta 1.5 with the rain and weather update (finite water falling form the sky, its a miracle!) to clean the water out of all those places that flooded during the storm without ovar 9000 pieces of iron for tubing
I like it a lot and my favorite part is that you can actually FLOOD caves without a gazillion buckets of water placed on top of each other.
:sad.gif: The pipes and pumps are not working for me.. I un-installed and re-installed I can make the pipes and pumps, but not use them.. Perhaps im using them wrong? Could someone please walk me through it? (I tried what he did in the video.. didn't work for me :l, which was right click the pump thats right above the water.. and I had the pipes set up so its connected to that pump and a pump like 5 blocks away.. :l)
I have some history coding for online games and what not so I've been thinking for a while about how I would implement water as a finite resource so I will relate what I've been thinking.
*Infinite Finite Water*
Let's face it, you can't make everything simulate all the water without a system that could hack the federal government's most secure database on it's own. So you are going to have to play ball with infinite water. What I'm really saying is, that larger bodies of water are basically going to have be treated as if they infinite. One thing you could have the game do is check to see if the body of water is over so many blocks. If it is, any water added or taken away would basically be ignored. Only way to drain large bodies of water would be to seal away sections of it and then pump it out.
*Water Sources*
You are still going to want water sources. As you aren't going to want to simulate rain fall or springs (though springs are at least partially possible) you are going to need to come up with another way. My suggestion is a stone or ore that generates water. Any surface of this stone that is exposed to the air will generate at least a small puddle of water immediately. This would lead to streams. Now given you don't want to continually re-calculate the stream I'd suggest once the stream has hit a body of water that is "effectively infinite" (see above paragraph) you are able to lock the stream in place so it stops recalculating.
*Erosion, Mud, & Sand*
Water running over dirt would eventually erode the dirt. This action creates the rivers and streams we see today. You can even see it on the minor level. Turn on your hose in an area with some sand or dirt and water the stream slowly erode away at the soil. A stream that has continuously run over a piece of dirt for a length of time should erode it. This could have one of several possible effects.
Block Deterioration: Grass > Dirt > Mud > Sand
Block Destruction:
The block is simply destroyed and starts to drift down stream. If you were feeling crafty you could even have it have a chance of settling downstream.
Combined: You could combine the two. After the block has deteriorated to sand it is destroyed.
I hope you like my ideas and I look forward to reading your reply.
I have an idea... Perhaps you could make water generators that can power electric furnaces/other electric things when finite water flows through it (like with an infinite pumping system). However if that is to be in place.... Because of the possibility of an infinite pump system, you'd need to implement evaporation (perhaps a function where a certain amount of water disappears for every set amount of time passed...
Replacing all the water would cause insane amounts of lag. I'll try it one day for science though.
Um, I replaced the water using mc edit, which I doubt it anything near replacing the normal water gen... anyway, I got no lag.
Though my computer isn't prone to lagging, it still does at time, and this mod has had no lag effects for me.
Btw, as I play minecraft, I go into mc edit, and replace all water I find, with block 213:15
[edit]
Holy **** I got it to lag like crazy.
I made a GIANT tower of water, and made it leak a river out it's bottom and well, laggggg...
Hey, I doubt that much water would ever randomly generate above sea level :smile.gif:
Something that did bug me a bit was that I couldn't place any blocks in finite liquid. But this is just version 1 of course. Amazing work
That bug is quite annoying. I actually have fixed it before, but it makes changes to the world.java file (which would most likely cause conflicts with something). I will probably provide a version with the fix anyway, because I don't like not being able to stop the flow.
I'm really glad you've finally made a video on one of my mods. I've seen quite a few of your videos, and I like how you showcase them. :]
Good video by the way, it does it justice. I'm going to add a user video page to my site soon that will list all the videos created by other people that I can find. I'll add this one to the list.
Quote from Pokolo »
Um so does anyone know i'm doing wrong?
Unfortunately, I have no idea. I read through the crash log, but I've never seen that error. :/
Quote from jamioflan »
Ah, very nice. I did this (and gave it to Haxman12 for use in his pipes mod) but I modified existing water, rather than making new water, so it got incredibly laggy when a block by the sea got creepered. I gave up on finite water when I realised how much lag it gives, but this seems like a very nice solution.
I suggest you remove notch ponds if you haven't already and replace them with finite water. So now the only infinite source is the sea, and lets just pretend there's some melting ice somewhere out there :biggrin.gif:
Yeah, it took me four or five complete rewrites to finally understand the more intimate details of the minecraft game engine. And I've still got a ways to go before I'm totally happy with it. Currently notch ponds are still around, but I think I'll remove them next version. Good idea.
And I've seen that mod, I was actually planning on doing the exact same thing before I saw it. It's a good idea, and it was executed well.
Quote from yhoyhoj »
Maybe you should not just spawn all finite water in a world.
Keep some water source in the generation but eventually turns into finite water in a bucket.
For have some waterfall or other things with water.
I hope you understood my last sentences, they are particularly "strange"(and this one too, i think).
Continue your very good work, you revolutionize Minecraft. :smile.gif:
Yeah I have quite a few more ideas I want to try out. I'll try to optimize and expand it if I can.
Thanks!
Quote from Craftineer »
Make it so when you add more water, it fills higher, THEN it's realistic.
Hmm, I'm not sure I'm understanding you. When you add more water, the water level goes up.
Quote from Miloch »
I love this. I hope you eventually make this so it replaces normal water.
I'm not sure I'll be able to expand it that far, but I'll see what I can do.
Quote from TheReasonWhyGuy »
This mod is AWESOME
However, lacking certain "features" it's a give and take.
Without rain, any natural waterfalls or rivers will leek away.
You also need evaporation to counter rain.
How does this handle ocean sized water masses.
It doesn't replace the ocean, it creates lakes of finite water.
Quote from Shykary »
Awesome. I wonder if I wanted to move items with this FiniteWater, will I be able to do it? I can't see any flow on the video.
Yeah, it does push items and entities. It's not perfect yet though, it will be more reliable after I fine tune the push code.
Quote from TheReasonWhyGuy »
Could you make a version which REPLACES all water with this.
Since I honestly, Will be fine with erasing all my saves for this mod...
SERIOUSLY, I"LL DO IT!!! ;D
Maybe eventually. Finite water can be extremely stressful on computers.
Quote from micosino123 »
does this mod makes my game laggier than before? cuz the Default water physics lags my game...
If the default water physics lag, you probably shouldn't test it out. It shouldn't lag at all until you change something about the water. The code doesn't run until you make a change.
Quote from whupdup »
hmm? Cheap leaky pipes made of sugar cane (reed) that have distance limits, cannot float in the air (need support from blocks) and sometimes leak a bit of water. It's good for beta 1.5 with the rain and weather update (finite water falling form the sky, its a miracle!) to clean the water out of all those places that flooded during the storm without ovar 9000 pieces of iron for tubing
I like it a lot and my favorite part is that you can actually FLOOD caves without a gazillion buckets of water placed on top of each other.
That may actually be pretty useful if I hook finite water to the weather (which I'm definitely going to try). I'll consider it.
Quote from EcstaticPyromaniac »
:sad.gif: The pipes and pumps are not working for me.. I un-installed and re-installed I can make the pipes and pumps, but not use them.. Perhaps im using them wrong? Could someone please walk me through it? (I tried what he did in the video.. didn't work for me :l, which was right click the pump thats right above the water.. and I had the pipes set up so its connected to that pump and a pump like 5 blocks away.. :l)
Are you sure you're trying to pump finite water and not normal water?
Quote from Miloch »
I have some history coding for online games and what not so I've been thinking for a while about how I would implement water as a finite resource so I will relate what I've been thinking.
*Infinite Finite Water*
Let's face it, you can't make everything simulate all the water without a system that could hack the federal government's most secure database on it's own. So you are going to have to play ball with infinite water. What I'm really saying is, that larger bodies of water are basically going to have be treated as if they infinite. One thing you could have the game do is check to see if the body of water is over so many blocks. If it is, any water added or taken away would basically be ignored. Only way to drain large bodies of water would be to seal away sections of it and then pump it out.
I've been thinking about how to handle the large bodies of water, and I think I can make a new block that would be the 'ocean created' block, and it would act as infinite water. The real problem lies in someone breaking the wall between an ocean and a cave. The ocean would keep slowly filling the cave and killing your framerate. Maybe if I made the 'infinite' blocks output a certain amount before they turn into a regular finite block. That way it has the ability to fill smaller places full and larger places it should eventually stop the flow. I'd have to do a lot of testing, but I have a few ideas.
*Water Sources*
You are still going to want water sources. As you aren't going to want to simulate rain fall or springs (though springs are at least partially possible) you are going to need to come up with another way. My suggestion is a stone or ore that generates water. Any surface of this stone that is exposed to the air will generate at least a small puddle of water immediately. This would lead to streams. Now given you don't want to continually re-calculate the stream I'd suggest once the stream has hit a body of water that is "effectively infinite" (see above paragraph) you are able to lock the stream in place so it stops recalculating.
Hmm, that's a very interesting idea. I hadn't thought of a way to keep waterfalls, this totally solves it. And with the above idea I could switch the finite blocks to the semi-'infinite' blocks I wrote about earlier when it reaches the threshold. This would cause a lake to form and the waterfall to stay in place. That's a really good idea, I'll try to use it.
*Erosion, Mud, & Sand*
Water running over dirt would eventually erode the dirt. This action creates the rivers and streams we see today. You can even see it on the minor level. Turn on your hose in an area with some sand or dirt and water the stream slowly erode away at the soil. A stream that has continuously run over a piece of dirt for a length of time should erode it. This could have one of several possible effects.
Block Deterioration: Grass > Dirt > Mud > Sand
Block Destruction:
The block is simply destroyed and starts to drift down stream. If you were feeling crafty you could even have it have a chance of settling downstream.
Combined: You could combine the two. After the block has deteriorated to sand it is destroyed.
I hope you like my ideas and I look forward to reading your reply.
I've thought of erosion as well, but I was just going to give it a random chance of removing the block if it was dirt and the water was moving. Grass > Dirt > Mud > Sand is actually a way better idea.
Thanks for your input, it's got me filled with even more ideas now. But it's going to take a lot more tests before I know if any of this is feasible.
Quote from Clintonxa »
Amazing mod! I will be using this soon.
Thank you!
Quote from Clintonxa »
Incorrect. If the programmer has programmed this correctly, the checks will add little to the game that a regular lake would. It obviously has something like 8 depth levels, and when the difference between two is greater than one, it might shift it depending on a ruleset. Thus, in a large ocean, the effect of bucketing this water out will barely harm the CPU anymore than dropping sand off of a cliff.
And as for treating large bodies of water as "infinite"... that would take a lot more CPU. MC isn't a standard game, it's cellular automaton based, none of the blocks know the block next to them. They would need a lot of flags and whatnot to know if they are infinite or not. You'd have to scan every body of water that gets loaded in a chunk.
That there is infinitely less efficient.
This finite water makes infinitely more sense. We can use traditional water for infinite water.
But this should be a core part of MC TBH.
I actually haven't tested replacing the entire ocean yet, I just kind of assumed that it would run like it's legs were broken. But I'm going to test it later and see what happens. The real (first) breakthrough I had while creating this mod was checking for the average amount of water contained in the block against the average of it's neighbors. This will shift the value over to the block that needs it. Theoretically, replacing the ocean with the block I've created will cause that value to keep shifting for longer and longer each time you effect the height level of a connected block.
There will be rain on v1.5 of Minecraft. I wonder if you could do something with that. I mean, when the rain hit the ground, would be nice if your mod generated a source/anything like that of finite water. Would be pretty cool see puddles after the rain. It would eventually drain/evaporate out too. XD
There will be rain on v1.5 of Minecraft. I wonder if you could do something with that. I mean, when the rain hit the ground, would be nice if your mod generated a source/anything like that of finite water. Would be pretty cool see puddles after the rain. It would eventually drain/evaporate out too. XD
Only problem i see with that is infinite framerate. . .it would be soo high (i think)
Ontopic: AMAZING! i cant belive you made FINITE water. 's for you! (cant eat diamonds if theres a creeper between you and your house, and your on half a hp)
Rollback Post to RevisionRollBack
Dad?: Ssssssssso how was your day Sssssssonn?
Son: 0_0
you are now officially the best modder around.
Could you make a version that makes ALL the water behave like this? Or is there a reason you cant?
AngelCraft 64 Texture Pack v2.0.2 (Beta 1.8.1)
Nerd, geek, server admin, guy wearing a rainbow skin (with an office suit of epicness)? That's me.
It doesn't replace normal water.
Thanks! And I'll consider adding wood, but it doesn't seem to be necessary.
Yeah, I still have a few bugs to fix. But it should be working pretty well.
That would be really cool if he does. You might not know this, but I'm a big fan.
Yeppp. I fixed this bug, but it requires a change to the world.java file. Which would probably conflict with a ton of stuff. I'm pretty sure there's a bug in the function that checks it.
which means that your seas will be fine. Lakes will randomly spawn with the new water that is finite' date=' or you could use an inventory editor to gain blocks of the finite liquid for your projects[/quote']
Truth!
That doesn't make much sense. It would just flow forever. (If you want it to flow forever, place some of the new liquid on top of diamond blocks. Shhh it's a secret).
Replacing all the water would cause insane amounts of lag. I'll try it one day for science though.
It already works like that!
I'll look into merging stuff after the 1.5 update.
Why not?
And install like every other mod. *.class files and /imgz/ folder go in minecraft.jar
Woo! I did it. Read above.
But in game, no water acts like that. What am I missing here.
The files from the liquid mod are in the minecraft.jar
same wtih the property reader 1.20 are in the jar
the mods/DJoslin/files are there.
me confused.
However, lacking certain "features" it's a give and take.
Without rain, any natural waterfalls or rivers will leek away.
You also need evaporation to counter rain.
How does this handle ocean sized water masses.
Since I honestly, Will be fine with erasing all my saves for this mod...
SERIOUSLY, I"LL DO IT!!! ;D
I like it a lot and my favorite part is that you can actually FLOOD caves without a gazillion buckets of water placed on top of each other.
Come visit this YouTube channel for just Minecraft
*Infinite Finite Water*
Let's face it, you can't make everything simulate all the water without a system that could hack the federal government's most secure database on it's own. So you are going to have to play ball with infinite water. What I'm really saying is, that larger bodies of water are basically going to have be treated as if they infinite. One thing you could have the game do is check to see if the body of water is over so many blocks. If it is, any water added or taken away would basically be ignored. Only way to drain large bodies of water would be to seal away sections of it and then pump it out.
*Water Sources*
You are still going to want water sources. As you aren't going to want to simulate rain fall or springs (though springs are at least partially possible) you are going to need to come up with another way. My suggestion is a stone or ore that generates water. Any surface of this stone that is exposed to the air will generate at least a small puddle of water immediately. This would lead to streams. Now given you don't want to continually re-calculate the stream I'd suggest once the stream has hit a body of water that is "effectively infinite" (see above paragraph) you are able to lock the stream in place so it stops recalculating.
*Erosion, Mud, & Sand*
Water running over dirt would eventually erode the dirt. This action creates the rivers and streams we see today. You can even see it on the minor level. Turn on your hose in an area with some sand or dirt and water the stream slowly erode away at the soil. A stream that has continuously run over a piece of dirt for a length of time should erode it. This could have one of several possible effects.
Block Deterioration: Grass > Dirt > Mud > Sand
Block Destruction:
The block is simply destroyed and starts to drift down stream. If you were feeling crafty you could even have it have a chance of settling downstream.
Combined: You could combine the two. After the block has deteriorated to sand it is destroyed.
I hope you like my ideas and I look forward to reading your reply.
Um, I replaced the water using mc edit, which I doubt it anything near replacing the normal water gen... anyway, I got no lag.
Though my computer isn't prone to lagging, it still does at time, and this mod has had no lag effects for me.
Btw, as I play minecraft, I go into mc edit, and replace all water I find, with block 213:15
[edit]
Holy **** I got it to lag like crazy.
I made a GIANT tower of water, and made it leak a river out it's bottom and well, laggggg...
Hey, I doubt that much water would ever randomly generate above sea level :smile.gif:
That bug is quite annoying. I actually have fixed it before, but it makes changes to the world.java file (which would most likely cause conflicts with something). I will probably provide a version with the fix anyway, because I don't like not being able to stop the flow.
I'm really glad you've finally made a video on one of my mods. I've seen quite a few of your videos, and I like how you showcase them. :]
Good video by the way, it does it justice. I'm going to add a user video page to my site soon that will list all the videos created by other people that I can find. I'll add this one to the list.
Unfortunately, I have no idea. I read through the crash log, but I've never seen that error. :/
Yeah, it took me four or five complete rewrites to finally understand the more intimate details of the minecraft game engine. And I've still got a ways to go before I'm totally happy with it. Currently notch ponds are still around, but I think I'll remove them next version. Good idea.
And I've seen that mod, I was actually planning on doing the exact same thing before I saw it. It's a good idea, and it was executed well.
Yeah I have quite a few more ideas I want to try out. I'll try to optimize and expand it if I can.
Thanks!
Hmm, I'm not sure I'm understanding you. When you add more water, the water level goes up.
I'm not sure I'll be able to expand it that far, but I'll see what I can do.
It doesn't replace the ocean, it creates lakes of finite water.
Yeah, it does push items and entities. It's not perfect yet though, it will be more reliable after I fine tune the push code.
Maybe eventually. Finite water can be extremely stressful on computers.
If the default water physics lag, you probably shouldn't test it out. It shouldn't lag at all until you change something about the water. The code doesn't run until you make a change.
That may actually be pretty useful if I hook finite water to the weather (which I'm definitely going to try). I'll consider it.
Are you sure you're trying to pump finite water and not normal water?
I've been thinking about how to handle the large bodies of water, and I think I can make a new block that would be the 'ocean created' block, and it would act as infinite water. The real problem lies in someone breaking the wall between an ocean and a cave. The ocean would keep slowly filling the cave and killing your framerate. Maybe if I made the 'infinite' blocks output a certain amount before they turn into a regular finite block. That way it has the ability to fill smaller places full and larger places it should eventually stop the flow. I'd have to do a lot of testing, but I have a few ideas.
Hmm, that's a very interesting idea. I hadn't thought of a way to keep waterfalls, this totally solves it. And with the above idea I could switch the finite blocks to the semi-'infinite' blocks I wrote about earlier when it reaches the threshold. This would cause a lake to form and the waterfall to stay in place. That's a really good idea, I'll try to use it.
I've thought of erosion as well, but I was just going to give it a random chance of removing the block if it was dirt and the water was moving. Grass > Dirt > Mud > Sand is actually a way better idea.
Thanks for your input, it's got me filled with even more ideas now. But it's going to take a lot more tests before I know if any of this is feasible.
Thank you!
I actually haven't tested replacing the entire ocean yet, I just kind of assumed that it would run like it's legs were broken. But I'm going to test it later and see what happens. The real (first) breakthrough I had while creating this mod was checking for the average amount of water contained in the block against the average of it's neighbors. This will shift the value over to the block that needs it. Theoretically, replacing the ocean with the block I've created will cause that value to keep shifting for longer and longer each time you effect the height level of a connected block.
Only problem i see with that is infinite framerate. . .it would be soo high (i think)
Ontopic: AMAZING! i cant belive you made FINITE water. 's for you! (cant eat diamonds if theres a creeper between you and your house, and your on half a hp)
Son: 0_0