Did you ever think, Minecraft water is the most unrealistic thing you have ever seen?Yes?I have to say that you are absolutely right. And there are much other things that could be in Minecraft but aren't, so we decided to change that and to make Minecraft much more fantastic. We don't add crazy machines that let you have infinite amounts of resources or something like that, we just add some basic things that you can use to build you own big machines.Main features are:- Flowing water.- Better water renderer.- Plants with real genetics.
0.18.0alpha Download (requires 1.4.6 and Forge, SMP compatible)
Infinite Water still there: Place a lapis block under water sources and they'll behave like Vanilla water sources (creating infinite water). CAUTION: Will probably flood your whole world
Pumps: Pistons can move water, so that you can build a pump. (Water will not push any other blocks than water)
Flooded caves: Oceans will flood adjacent caves.
Sponges: Can hold 14 blocks of water. Water will stay inside when mined. Do drop a water under it when pushed by a piston or right clicked.
Ender Sponges: Can suck unlimited amounts of water into a OWSSBH (Only water sucking super black hole)
Springs: Water can still come out of mountains like in vanilla.
Water sensor: Gives redstone output if there is water.
Trapdoors, Vines, Leaves and Iron bars let water pass through
Water can evaporate.
Automatic lag prevention (won't do too much calculation on one tick).
Modelled blocks are rendered better when underwater.
Features currently being developed:
Migrating system to all kind of fluids.
Water inside other blocks (like doors and fence)
A much complexer algorithm for REALLY REAL water (optional)
Plants with real genetics (will be confusing, I promise )
New block: Iron grid allows water to go through, but not items.
Light items can float on water. (e.g. everything made of wood)
Pistons can push water into Buildcraft pipes.
With 0.16alpha plants are in alpha state.If you want to test them go to the block tab and get you a "Plant" block. It will generate a random plant when places. This plant will grow fast (for testing purposes) until it is in flower. If you now right-click it it will drop 0-2 pollen (only once). If you right-click a plant which is in flower it will get pollinated and grow to its maximum size. Now you can break it and get seeds from it. That seeds will be a hybrid of the plant itself and the pollen used. The phenotypes of the pollen and seeds are shown in inventory.More features will come in 0.17 (like strawberry plants dropping strawberrys ^^).
A: What are plants?
A plant should be seen as an "thing" with a complete Genome which includes all the Genes that are currently implemented. That Genome is the complete type of the plant, it defines where the plant can grow, what it will drop or do, how it looks and so on. It contains two Genes of each type, which define the effect by a specific heredity rule (see C section). When a plant is generated in the world there will be ready-made plants that are placed randomly, they don't have much abilities and most of them just grow and look nice.
B: How to get new ones?
Everything is based on heredity. You will cross plants by pollinating them. There are some different ways how that can happen:
Players, mobs ans hostiles can carry pollen to pollinate other plants.
Players can make brushes to manually pollinate plants (for selective breeding)
Pollen can travel to air and randomly pollinate other plants in a decent radius around the plant.
Plants need to be pollinated to grow up completely and carry their fruits. When a plant is pollinated the genoms of the plant and of the pollen are crossed and a child genome for the seeds that will be dropped is created. When 2 genoms are crossed there are always 2 genes per type in each genom so we will have to select 1 gene from each type from one of the genomes and a second one from the other genome. This way a new genome is randomly created from 2 plants like in reallife.
Heredity defines how the 2 genes of the same type in genome will combine to form the concrete effect on that plant. There will be 2 types of possible Heredity types in Minechanics:
C.1: Dominant-Recessive heredity (Example: Abilities, Species)Dominant-Recessive means that there are 2 different types of genes. Dominant ones and recessive ones.For example in Species "grass" will be dominant and "strawberry" & "coffee" will be recessive. Every combination that contains at least 1 grass will actually act and look like grass ("coffee/grass" will act like "coffee" that is called the phenotype of that combination of genes) because grass is dominant against the other genes. When the two genes are the same and both recessive the phenotype of the plant will be this gene (e.g. "strawberry/strawberry" will be a strawberry phenotype). If there a two different recessive types the phenotype will be the first gene ("coffee/strawberry" will be coffee and "strawberry/coffee" will be strawberry).
C.2: Intermediate heredity (Example: Temperature demand)When a type of gene is intermediate that means that the phenotype will be a mixture of both genes. Temperature demand is a good example. Gene "A" says "This plant needs 0°C to grow" and Gene "B" says "I like it hot and warm so 1500°C is the best" those two together will result in a plant which needs 750°C to grow.
Whenever you crossbreed two plants their genomes will be combined like described in Section B, however for every gene there is a little chance to mutate and become a completely new one. Like "grass" and "coffee" crossbreeded may have a chance to turn into "poppy" or something like that.
Sponge and Ender Sponge
Just install the newest Forge for 1.4.6 into minecraft.jar and put the .zip into the mods folder.We suggest using MultiMC. It's cool.
enderSpongeCrafting: Whether you can craft ender sponges or not. (default: true)
infiniteSource: Whether you can build infinite water sources (default: true)
infiniteSourceID: The ID of the block which has to be placed under water sources to make them infinite (default: 22 - Lapis Lazuli)
vanillaWaterSpawner: The ID of the block which causes water to act like in vanilla (source won't flow away) (default: 48 - Mossy Cobblestone)
waterMechanics: Whether water will act realistic or not (default: true)
pistonMechanics: Whether pistons can push water or not (default: true)
environment: Whether water be filled up by rain or evaporate during day (default: true)
evaporationDelay: How fast water will evaporate: Higher value -> Slower evaporation (default: 12)
rainRefillTries: How fast water will be refilled by rain: Higher value -> Slower refilling (default: 2)
maxTickBorder: How many water computations may be done per tick (default: 400) Decrease this if game will lag.
block_liquidSensor: Block ID of LiquidSensor (default: 500)
block_basePlant: ID of the plant block (default 501)
item_seeds: ID of the seeds item (default 4001)
item_pollen: ID of the pollen item (default 4002)
underwaterrenderer: Whether water is rendered smoothly on transparent objects (default: true)
-Plants renderer improvements
-Option added for water renderer
-Improved rendering performance (mathematicians say it's at least 10 times faster)
-Plants now need humidity and use water to grow (sometimes)
-Much more plants implemented.
-fixed seeds not being placeable
-increased chance of pollen/seeds being dropped
-modelled blocks now render better when underwater
-plants are in alpha (see Plants section)
-fixed sponges not updating
-new water with other algorithm ("Real Liquid" in creative mood)
-fixed server crash
-fixed tick issues
-Lava is finite too
-Config file extended
-Evaporation (no lava doesn't evaporate)
-Water Sensor is rendered in 3D
-Added Lag Prevention
- Trapdoors work better
- New blocks water can go through: Iron bars, Leaves, Vines
- Improved pistons
- Trapdoors now let water go through
- Finished Water Sensor
- If there is Mossy Cobblestone under sourceblocks, they will act like in vanilla
- Sponge name fixed- Sponges will dry near lava, over fire, or in the furnace
- You can now get the ender Peal back out of ender Sponges by cooking them
Ok it looks "interesting" but to be honest there isn't much there ill keep an eye on it for when there is more information.Cool concept of water actualy filling an area makes the water behave more like it does in RL and many people will like that. So i wish your friend luck on his mod and i might try it out when it comes available.
From the beginning in making this mod, i thought about, how it would be, to play with this AND the RedPower grates.
Of course it is 100% compatible technically. The mechanics with other mods like Buildcraft should work fine.
Try it out and suggest, if you don't like something!
Do we just install this by installing FORGE into the jar file, and this mod into the MODS folder? Sorry but there are no installation instructions in the OP as well as indicating which FORGE this mod uses.
i did do this after I commented. However, I had FORGE 471, not 489. Anyways, thanks for the share and it does work wonderfully. I noticed that the shores and beaches all have currents now. Was this intended? Also, some of the shores has very shallow water, like 1/8 thick since the water has dragged on for so long... I know its in early development phases, but I'm likiing it very much! This is one of those mods that should not even been a mod in the first place, meaning, it should have been in Minecraft since the beginning; so thank you and your friend very much!
The new version 0.10 will come today!
- Finished Water Sensor
- Mossy Cobblestone under sourceblocks: they will act like in vanilla
- Sponge name fix
- Dry sponges near lava, over fire, or in the furnace
- get the ender peal back out of ender Sponges
For the next update, can you guys make it so water is able to pass thru fences and gates also? As of current, when gates/fences are placed in water, it moves the water out of the way to make space for their blocks. Even though the 2 blocks (fences/gates) have space that would allow water to flow through, water is unable to realistically pass by.
And only If possible, allow water to also pass through OPENED wooden/iron doors just like how you guys made it possible for the trap doors too.
Last of all, increase the power of water currents! When water travels downhill, the current becomes stronger from the forces of gravity and momentum. Although this idea is realistic, it would probably be too much trouble to program in. This idea was influenced by the redstone signal that produces when water is near by, meaning, the stronger the current, the longer the output lasts. Like I said, it's probably too much to work with right now, but I do hope you guys can implement the 2 ideas above.
Love all the new updates; I vote YES on water evaporation. Although it would seem like it would be quite buggy and promotes lag, Maybe just make water evaporation apply to only shallow water ( 1 block deep or lesser [ex. 1/8]) regardless if the water source is hidden from view with a block on top or not from the sun. This would definitely add a challenge to farming as most people only farm with a 1 deep water source. If so, it would be epic as a person would have to refill their source block every few hours/day making farming more realistic and worth while.
Thanks! You are right, that it is much work to implement these things, like water being in the same block as other things, like doors and such. Water evaporation WILL come and will not make it laggier. Water currents is a very very good idea, but requires much calculation power if it should be real, although i planned to implement it more simple: there are basic water currents and they will push the player more or less strong based on that.
The farming aspect yields then. I will probably make it possible, that water can flow through doors too and i'll try my best to render the water inside other blocks