I asked twice for an ETA from DJoslin but never got a reply. So ion25 i think hes just going for "When its done" kind of approach. Please don't take this offensively DJoslin i understand not replying to the same topic over and over about the same thing, just passing along that the ETA is when the mod is done. Atleast that's the way it looks, if im wrong i apologize but from the previous pages Ive been reading through that's what it looks like. Cant wait for it... i rlly cant :'(
I asked twice for an ETA from DJoslin but never got a reply. So ion25 i think hes just going for "When its done" kind of approach. Please don't take this offensively DJoslin i understand not replying to the same topic over and over about the same thing, just passing along that the ETA is when the mod is done. Atleast that's the way it looks, if im wrong i apologize but from the previous pages Ive been reading through that's what it looks like. Cant wait for it... i rlly cant :'(
Here's why you don't give ETA's:
ETA: 14/10
Update: Sorry guys, huge work load, need to push it back a week.
*insert 40 pages of people slamming, flaming and cying you lied to them and you *owe* them the update*.
It's just not worth the effort. Especially when he's working with code that's so complicated you can't really tell if you're looking at a three minute or three week problem.
I too am one of those people that absolutely love your mod. The way Minecraft's water works bugged the hell out of me. When I first came across your mod, I was like hmmm, interesting. So I downloaded it and the very first thing I did was flood a cave. First thought was, best mod ever. The fact I was able to create things with real flowing water hooked me. If I wasn't in such a tight financial situation, I would donate to you in a heartbeat. (Will probably come in the near future) I have also considered learning the coding inside and out just to try and get this working for SMP. Great job, and good luck with getting this updated. (By the way, 1.9 is right around the corner. That's why other mod creators have put their mods on hold until they have a "stable" version out.)
Update: Sorry guys, huge work load, need to push it back a week.
*insert 40 pages of people slamming, flaming and cying you lied to them and you *owe* them the update*.
It's just not worth the effort. Especially when he's working with code that's so complicated you can't really tell if you're looking at a three minute or three week problem.
^ pretty much what he said.
But I am getting closed to finished. I'm going to send out a few pre-release copies to do some bugtesting. If you have a popular youtube channel contact me. As for anyone else that wants to get in on it, I'll open up the beta to anyone who donates in a couple days.
I'm looking to release next week, but I'm kind of worried about 1.9 so I might have to wait it out. That is one of the reasons I'm taking this beta approach, but hey at least there will be a lot less bugs and more rounded features.
Also, thanks for the praise guys! It's much appreciated, and causes stuff like this to happen:
--
I did a whole bunch of work today. I finished up how the grates function and all of the core back end stuff to make it work for other stuff. I also added some nice new textures. The grate shows how much liquid it contains, and it can contain any type of liquid (or gas). As of about a half hour ago, they now can be disabled with redstone. I transferred the same work over to the pipes, and now you can disable parts of the pipes with redstone (acting as a valve).
I tuned up the level generation so it is only creating my liquids now. The bottom of caves should have a whole bunch of lava this time, just like in vanilla. I think I figured out what kept it from happening. I even went into the nether and made it so it uses FiniteLiquid code.
After that I ported the base code from the vent into the sponge. I made a couple new textures for it, and now it's 3d model-ish. It can hold about 18 full blocks of liquid, but only takes in a lot of water when it is below the water (or above the gas).
It soaks up liquid very quickly, and you can see the amount of liquid it contains in between the layers of the block. (It fills up water where the holes in the sponge texture are). Sponges can absorb any liquid or gas, and can be picked up and placed somewhere else. Right clicking the sponge drains some of the liquid.
And finally I got buckets working properly. I had to restructure some of the core to accommodate having a bucket item id to refer to. I even made it fancier this time, the bucket doesn't need to detect a full block of water to pick it up. As long as the water is thicker than one layer it can pick it up and any water connected to it. Buckets can pick up any liquid or gas.
I still have to do some interaction between liquid code (like gas and liquid switching positions when they block eachother), I have to finish up the liquid sensor. I want sponges and methane to spawn naturally, so that is on the list.
I want to bring back FL creating water during the rain, but I ran into the issue of left over water again. Before I had it evaporate water every once in awhile if it was only one layer thick, this time I think I'm going to bring that back but only if it is above dirt / grass / sand / gravel. Think of it as water 'absorbing' into the block. Having containers of liquid will be unaffected.
I want to tweak the methane physics so that the gas is slightly compressible and will also spread out into the air and disappear if there is no container. I don't know how much of that I'll get done but I'm looking into it.
After that I want to bring back heating iron / evaporating water and mixing recipes in water to create the old water.
so um will there be new things like acid rain that melt you and create acid that is use for making telsa barriers or force field stuff like that will be added or just no new features only bugfix?
it rains acid + creates acid puddle + pig falls to the acid puddle = the pig melts or is mutated into a freakazoid :laugh.gif:
Possibly one thing to consider after FiniteLiquid is out, would it be feasible to either make a wikipage for FL on the MCWiki, or make an entire wiki solely for the purposes of FiniteLiquid (or all of djoslin's mods)? Having a manual is great to begin with, but as you kind of commented at the end of it for FLv4 djoslin, some organization would be awesome :smile.gif:
^ ^ ^ I think you really do love the work of Djoslin :biggrin.gif:
@Djoslin
Well, now I wanna say something to The Modder, that I hope will read.
Finite Liquid is just awesome as it is. And we all know that. But I believe that a distinction between sea and soft water is a must. A distinction greater than the simple quantity, a distinction involving physics.
What do you shall do when Notch adds flowing rivers?(and he's going to do it)
Just a hint.
Hey, I thought, cause my 3 favorite mods do not work together (allwillfall, finiteliquid and the erosion mod) because if I use finiteliquid with them the wood from allwillfall will not rot (and thats my favorite part about it!) and the erosion mod will not work with it, could you make a patch for finiteliquid to make the erosion mod work with it, and the wood from allwilfall will rot with it? If you can then thank you. If you cannot than, I'll ask somewhere else, or try to make the patch myself.
Rollback Post to RevisionRollBack
Sometimes I dress up as Slender Man and sneak up on people at night.
I asked twice for an ETA from DJoslin but never got a reply. So ion25 i think hes just going for "When its done" kind of approach. Please don't take this offensively DJoslin i understand not replying to the same topic over and over about the same thing, just passing along that the ETA is when the mod is done. Atleast that's the way it looks, if im wrong i apologize but from the previous pages Ive been reading through that's what it looks like. Cant wait for it... i rlly cant :'(
Oh. If I'd realized other people had already asked I would've not said anything. Well I guess its "When It's Done."
Using 1.7.3 with correct mod versions, but getting a black screen.
1. What mods you have installed? Modloader, ModloaderMP, PropertyReader, Minecraft Forge, TooManyItems, SinglePlayerCommands, BetterThanWolves, and FiniteLiquid. I changed the conflicting IDs based on .
2. Did you install PropertyReader (for FiniteLiquid) and Modloader? yes
3. Did you delete META-INF? yes
4. Do you have a crashlog from the game? --- BEGIN ERROR REPORT f6c994b6 --------
Generated 10/2/11 12:24 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows XP (x86) version 5.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: VIA/S3G UniChrome IGP/MMX/K3D version 1.2, S3 Graphics
java.lang.NoClassDefFoundError: PReader
at mod_NWater.<clinit>(mod_NWater.java:19)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: PReader
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
--- END ERROR REPORT dff3c9f4 ----------
5. Have you installed mods before? yes
6. Did you copy all of the *.class files and the \imgz\ folder with everything in it into minecraft.jar? yes
Using 1.7.3 with correct mod versions, but getting a black screen.
Might want to go through the instructions again. Remember, mod versions are just as, if not more important than having the mods themselves. I have a feeling you installed version 2.0 of PropertyReader.
Using 1.7.3 with correct mod versions, but getting a black screen.
1. What mods you have installed? Modloader, ModloaderMP, PropertyReader, Minecraft Forge, TooManyItems, SinglePlayerCommands, BetterThanWolves, and FiniteLiquid. I changed the conflicting IDs based on .
2. Did you install PropertyReader (for FiniteLiquid) and Modloader? yes
3. Did you delete META-INF? yes
4. Do you have a crashlog from the game? --- BEGIN ERROR REPORT f6c994b6 --------
Generated 10/2/11 12:24 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows XP (x86) version 5.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: VIA/S3G UniChrome IGP/MMX/K3D version 1.2, S3 Graphics
java.lang.NoClassDefFoundError: PReader
at mod_NWater.<clinit>(mod_NWater.java:19)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: PReader
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
--- END ERROR REPORT dff3c9f4 ----------
5. Have you installed mods before? yes
6. Did you copy all of the *.class files and the \imgz\ folder with everything in it into minecraft.jar? yes
Thanks in advance for any help!
You need property reader 1.40
Rollback Post to RevisionRollBack
Sometimes I dress up as Slender Man and sneak up on people at night.
I doubt any sort of limit would need to be placed on the distance that any liquid can flow in finiteliquid, it should depend entirely on how much water is contained in the source.
Even if you placed an infinite water block on land, it would always find a place where it would end, most likely filling up ravines, valleys and holes along the way. So long as the liquid absorbs back into the ocean, there's no issue.
Besides, the rivers that Notch has made are only still bodies of water on ocean level, it wouldn't make sense for them to flow, since they all generate on the same height.
They come with the updated (2.0) version, unless a newer version that was released, then my info's out of date.
Here's why you don't give ETA's:
ETA: 14/10
Update: Sorry guys, huge work load, need to push it back a week.
*insert 40 pages of people slamming, flaming and cying you lied to them and you *owe* them the update*.
It's just not worth the effort. Especially when he's working with code that's so complicated you can't really tell if you're looking at a three minute or three week problem.
^ pretty much what he said.
But I am getting closed to finished. I'm going to send out a few pre-release copies to do some bugtesting. If you have a popular youtube channel contact me. As for anyone else that wants to get in on it, I'll open up the beta to anyone who donates in a couple days.
I'm looking to release next week, but I'm kind of worried about 1.9 so I might have to wait it out. That is one of the reasons I'm taking this beta approach, but hey at least there will be a lot less bugs and more rounded features.
Also, thanks for the praise guys! It's much appreciated, and causes stuff like this to happen:
--
I did a whole bunch of work today. I finished up how the grates function and all of the core back end stuff to make it work for other stuff. I also added some nice new textures. The grate shows how much liquid it contains, and it can contain any type of liquid (or gas). As of about a half hour ago, they now can be disabled with redstone. I transferred the same work over to the pipes, and now you can disable parts of the pipes with redstone (acting as a valve).
I tuned up the level generation so it is only creating my liquids now. The bottom of caves should have a whole bunch of lava this time, just like in vanilla. I think I figured out what kept it from happening. I even went into the nether and made it so it uses FiniteLiquid code.
After that I ported the base code from the vent into the sponge. I made a couple new textures for it, and now it's 3d model-ish. It can hold about 18 full blocks of liquid, but only takes in a lot of water when it is below the water (or above the gas).
It soaks up liquid very quickly, and you can see the amount of liquid it contains in between the layers of the block. (It fills up water where the holes in the sponge texture are). Sponges can absorb any liquid or gas, and can be picked up and placed somewhere else. Right clicking the sponge drains some of the liquid.
And finally I got buckets working properly. I had to restructure some of the core to accommodate having a bucket item id to refer to. I even made it fancier this time, the bucket doesn't need to detect a full block of water to pick it up. As long as the water is thicker than one layer it can pick it up and any water connected to it. Buckets can pick up any liquid or gas.
I still have to do some interaction between liquid code (like gas and liquid switching positions when they block eachother), I have to finish up the liquid sensor. I want sponges and methane to spawn naturally, so that is on the list.
I want to bring back FL creating water during the rain, but I ran into the issue of left over water again. Before I had it evaporate water every once in awhile if it was only one layer thick, this time I think I'm going to bring that back but only if it is above dirt / grass / sand / gravel. Think of it as water 'absorbing' into the block. Having containers of liquid will be unaffected.
I want to tweak the methane physics so that the gas is slightly compressible and will also spread out into the air and disappear if there is no container. I don't know how much of that I'll get done but I'm looking into it.
After that I want to bring back heating iron / evaporating water and mixing recipes in water to create the old water.
tl;dr lots to do, but most of it is done
[certified] The curator of creations in minecraft
^
^
I think you really do love the work of Djoslin :biggrin.gif:
@Djoslin
Well, now I wanna say something to The Modder, that I hope will read.
Finite Liquid is just awesome as it is. And we all know that. But I believe that a distinction between sea and soft water is a must. A distinction greater than the simple quantity, a distinction involving physics.
What do you shall do when Notch adds flowing rivers?(and he's going to do it)
Just a hint.
Oh. If I'd realized other people had already asked I would've not said anything. Well I guess its "When It's Done."
I'm considering setting up a wiki.
1. What mods you have installed? Modloader, ModloaderMP, PropertyReader, Minecraft Forge, TooManyItems, SinglePlayerCommands, BetterThanWolves, and FiniteLiquid. I changed the conflicting IDs based on .
2. Did you install PropertyReader (for FiniteLiquid) and Modloader? yes
3. Did you delete META-INF? yes
4. Do you have a crashlog from the game?
--- BEGIN ERROR REPORT f6c994b6 --------
Generated 10/2/11 12:24 PM
Minecraft: Minecraft Beta 1.7.3
OS: Windows XP (x86) version 5.1
Java: 1.6.0_27, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
OpenGL: VIA/S3G UniChrome IGP/MMX/K3D version 1.2, S3 Graphics
java.lang.NoClassDefFoundError: PReader
at mod_NWater.<clinit>(mod_NWater.java:19)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at ModLoader.addMod(ModLoader.java:272)
at ModLoader.readFromClassPath(ModLoader.java:1104)
at ModLoader.init(ModLoader.java:812)
at ModLoader.AddAllRenderers(ModLoader.java:183)
at th.<init>(th.java:60)
at th.<clinit>(th.java:9)
at net.minecraft.client.Minecraft.a(SourceFile:318)
at net.minecraft.client.Minecraft.run(SourceFile:716)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: PReader
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at sun.misc.Launcher$AppClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 16 more
--- END ERROR REPORT dff3c9f4 ----------
5. Have you installed mods before? yes
6. Did you copy all of the *.class files and the \imgz\ folder with everything in it into minecraft.jar? yes
Thanks in advance for any help!
Might want to go through the instructions again. Remember, mod versions are just as, if not more important than having the mods themselves. I have a feeling you installed version 2.0 of PropertyReader.
You need property reader 1.40
Eh... getting a Saving Chunks whenever I try to destroy blocks.
We'll need another log. MyCraft will generally save them in times like this.
Even if you placed an infinite water block on land, it would always find a place where it would end, most likely filling up ravines, valleys and holes along the way. So long as the liquid absorbs back into the ocean, there's no issue.
Besides, the rivers that Notch has made are only still bodies of water on ocean level, it wouldn't make sense for them to flow, since they all generate on the same height.
I thought finite liquids and better than wolves was incompatible?