Mmm, currently IIRC a chunk loader simply does something like this: World#getChunkProvider#loadChunk(chunkX, chunkZ)
Since the data structure is different that block storage collections won't be retrievable without a Y parameter, things will naturally just crap their pants and run around smearing it on the walls. Without a Y parameter, the best you could do would be to stacktrace back to original method and try to pick some X Y Z values off of the stack/out of the method declaration. Unfortunately, I am fairly sure that this would be right up there as one of the biggest coding hacks of all time, and an experienced coder would probably die a little on the inside if they had to do something like it in their code.
I speak from experience. It really hurts when you have to do things like this to make your code work;
Mmm, currently IIRC a chunk loader simply does something like this: World#getChunkProvider#loadChunk(chunkX, chunkZ)
Since the data structure is different that block storage collections won't be retrievable without a Y parameter, things will naturally just crap their pants and run around smearing it on the walls. Without a Y parameter, the best you could do would be to stacktrace back to original method and try to pick some X Y Z values off of the stack/out of the method declaration. Unfortunately, I am fairly sure that this would be right up there as one of the biggest coding hacks of all time, and an experienced coder would probably die a little on the inside if they had to do something like it in their code.
As long as mods use the World interfaces and don't try to interact with actual chunk objects directly, other world-related mods might actually still work. Tall Worlds Mod makes an effort to implement the existing interfaces, but there is a limit to what can be kept. For instance, I think provideChunk(x,y) actually still works. The Tall Worlds code just assumes some meaningful range for the y axis and returns those cubes.
So, as I tried to guess, the chunks loader will only work horizontally (but I'm not sure it will be the right y coordinates).
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
=)
Water displacement? What do you mean?
Pistons could not actually displace water, do they?
Any way, good bye everyone! I'm going to be AFK (away from keyboard) for at least 3 weeks.
May the coder spirit be your guide, my fellows.
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
The mechanic was mainly added so that pipes will be able to pump water out below the surface of existing bodies of water. In relevance to ships mod; pipes and pumps are going to be added mostly because ships will be quite a pain to build without dry docks when using my mod, with pipes and pumps being pretty much the only decent way of draining large volumes of water outside of creative mode (for all dem realism purists out there :D).
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
But still, I would suggest that the Ocean is not affected by pumping since it is refilled up by all the rivers. And pretty much, even if you added or removed 300 cubic meters of water, it would not make a true difference in real life, would it (I'm thinking about what they are doing in Japan: they are creating islands out of the rocks they can find in the mountains. So, they add a big volume in the Ocean, but that's not because of that that sea level is raising. (see Osaka airport)).
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
But still, I would suggest that the Ocean is not affected by pumping since it is refilled up by all the rivers. And pretty much, even if you added or removed 300 cubic meters of water, it would not make a true difference in real life, would it (I'm thinking about what they are doing in Japan: they are creating islands out of the rocks they can find in the mountains. So, they add a big volume in the Ocean, but that's not because of that that sea level is raising. (see Osaka airport)).
Rivers still don't actually flow into oceans in the mod, or rather, they only flow into the ocean if the ocean blocks have less water in them (note that realistic hydromechanics would need something like a 100 chunk view distance to work properly). As for pumping into the ocean... thanks to my equalizers and cave flooding, even the 10'000m³ of water, 1+ million liters, 265'000 gallons, needed to make a semi-useful dry dock, would be lucky to raise the local sea level by more than one or two metadata layers of a block (which would eventually equalize out over distant chunks anyway).
tl;dr: Oceans are so freaking huge that they are, in practice, able to give or receive any quantity of fluid that you could possibly want.
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
You know, I like the idea of it just checking the Y chunks from 0 to 15 (or is it 1 to 16?) when a mod calls for a chunk on X and Z, because mods today could only check those 256 blocks, and mods designed for the increased height would want to manually specify Y chunks anyway.
Not really good at explaining that type of stuff, but you should understand what I'm trying to say ^-^
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if the colors in my posts don't make sense don't worry about it
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also you should check out Link Removed
The Meaning of Life, the Universe, and Everything.
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What the heck, all the genius modders in one place. xD First tall worlds, then realistic fluids. Plus Chuchaz's ships mod, if we combined all of these mods at once what could possibly go wrong!? xD
Edit: Between all of these mods that you brilliant modders are working on I'm massively nerding out xD
Realistic fluids might cause world corruption, or at least remove all the water and lava from you world.
Shouldn't cause world corruption or delete all the water and lava... just... any fluid block that is less than 90% full would drain away into nothing if you uninstalled the mod (aka, if you drained a few million blocks out of the ocean such that the top layer of water blocks were only half full, those water blocks would eventually just disappear if you uninstalled the mod; solution - don't uninstall the mod :D)
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I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
So, what's left to do? I have a feeling with all the obstacles you've been putting up with, your checklist is still pretty long.
Yeah... that's definitely true. The next step is to finish Enigma so we can get some new deobfuscation mappings. Once we have the mappings, I can update my mod loader. Once M3L is updated, I can get back to work on Tall Worlds.
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Do we have any idea how different ore spreads will work? Should we have different 3d biomes for different ore types, or should we leave the old system? How will ores that only spawn at certain depths be handled? Remove that limitation entirely? Maybe biomes that have more of a certain kind of ore, or something like that?
Ores would likely generate in the same way as they do now. By default, a Tall Worlds world would appear similar to a Vanilla world. The only main difference would be the handling of the world. There would be options, however, to configure the ores and terrain to behave in different ways. For instance, you could have a much deeper world and have the ores stretched vertically to fit.
What in the name of Notch were you doing that involved displacing a falling block entity and testing for an extended piston?
As long as mods use the World interfaces and don't try to interact with actual chunk objects directly, other world-related mods might actually still work. Tall Worlds Mod makes an effort to implement the existing interfaces, but there is a limit to what can be kept. For instance, I think provideChunk(x,y) actually still works. The Tall Worlds code just assumes some meaningful range for the y axis and returns those cubes.
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
Water displacement for my realistic fluids mod
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Water displacement? What do you mean?
Pistons could not actually displace water, do they?
Any way, good bye everyone! I'm going to be AFK (away from keyboard) for at least 3 weeks.
May the coder spirit be your guide, my fellows.
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
I mean... if you drop sand into a puddle of water, it moves the water from the block where it lands to some other place in the puddle;
http://puu.sh/aB2fX/ed0ab4e888.jpg
http://puu.sh/aB2hL/b0f6126d7e.jpg
http://puu.sh/aB2j9/c9066f8dc3.jpg
http://puu.sh/aB2k3/c6b6aedd3b.jpg
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
That looks soo cool!
The mechanic was mainly added so that pipes will be able to pump water out below the surface of existing bodies of water. In relevance to ships mod; pipes and pumps are going to be added mostly because ships will be quite a pain to build without dry docks when using my mod, with pipes and pumps being pretty much the only decent way of draining large volumes of water outside of creative mode (for all dem realism purists out there :D).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
But still, I would suggest that the Ocean is not affected by pumping since it is refilled up by all the rivers. And pretty much, even if you added or removed 300 cubic meters of water, it would not make a true difference in real life, would it (I'm thinking about what they are doing in Japan: they are creating islands out of the rocks they can find in the mountains. So, they add a big volume in the Ocean, but that's not because of that that sea level is raising. (see Osaka airport)).
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
Rivers still don't actually flow into oceans in the mod, or rather, they only flow into the ocean if the ocean blocks have less water in them (note that realistic hydromechanics would need something like a 100 chunk view distance to work properly). As for pumping into the ocean... thanks to my equalizers and cave flooding, even the 10'000m³ of water, 1+ million liters, 265'000 gallons, needed to make a semi-useful dry dock, would be lucky to raise the local sea level by more than one or two metadata layers of a block (which would eventually equalize out over distant chunks anyway).
tl;dr: Oceans are so freaking huge that they are, in practice, able to give or receive any quantity of fluid that you could possibly want.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Not really good at explaining that type of stuff, but you should understand what I'm trying to say ^-^
also you should check out Link Removed
Edit: Between all of these mods that you brilliant modders are working on I'm massively nerding out xD
Permanent world corruption? (although unlikely to be caused specifically by one of these mods)
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Let's do some math.
1/3 = 0.333...
1/3 * 3 = 1
0.333... * 3 = 0.999...
1 = 0.999...
1 - 0.999... = 0.999... - 0.999...
0.0...1 = 0
0.0...1 * 10... = 0 * 10...
1 = 0
Shouldn't cause world corruption or delete all the water and lava... just... any fluid block that is less than 90% full would drain away into nothing if you uninstalled the mod (aka, if you drained a few million blocks out of the ocean such that the top layer of water blocks were only half full, those water blocks would eventually just disappear if you uninstalled the mod; solution - don't uninstall the mod :D)
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Yeah... that's definitely true. The next step is to finish Enigma so we can get some new deobfuscation mappings. Once we have the mappings, I can update my mod loader. Once M3L is updated, I can get back to work on Tall Worlds.