(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Internally, the mod identifies itself as "finitewater", and gets a config file with that name. The current state is more about flowing water and lava, and the thread is titled "realistic fluids overhaul"; additionally, I keep referring to it as "realistic flowing fluids" (RFF), even having a checkout directory with that name.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Can someone who understands gradle look at my setup and tell me what I'm doing wrong?
Error message:
keybounceMBP:Finite-Fluids michael$ ./gradlew build
****************************
Powered By MCP:
http://modcoderpack.com/
Searge, ProfMobius, Fesh0r,
R4wk, ZeuX, IngisKahn, bspkrs
FAILURE: Build failed with an exception.
* What went wrong:
A problem occurred configuring root project 'Finite-Fluids'.
> You must set the Minecraft Version!
> java.lang.NullPointerException (no error message)
* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.
BUILD FAILED
Total time: 8.947 secs
keybounceMBP:Finite-Fluids michael$
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So I know what causes the beach overflow, and how to make it happen/not happen.
_WHY_ it happens ...
The cause is rainfall height. If you have rainfall at the water-level, it does not overflow. The higher up in the air you have it, the more shore overflow happens.
But ... you now can have real rain drops falling down :-).
Only thing left is removing the debug spam from the release code.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Radius 8 chunks. Rainspeed 20 (slow). Rainheight 0. Started with depressions in the test zone from ocean holes that had to be plugged.
Still flooded the beaches more than a little bit (One space in, only). No clear indication why. But, you will have to deal with it. No tunables yet, because I don't know the cause yet.
Other changes:
1. Now has a config file that matches the mod name. (RealisticFluids)
2. Saves the flow enabled state as a global in the config file; can be set from in-game command. Should only require single player or elevated server privilege.
3. Faster, less spammy. On my machine, it can handle 40K fluid updates at a time without slowing the tick rate, when not raining.
4. EnableFlow now supports tab completion and proper checking for success. Should even work from a command block now.
5. /enableflow renamed as /rff-enableflow, with an alias to /enableflow. Other commands will have the /rff- prefix.
6. Ocean no longer drains as you unload/load chunks; let me know if this is a "bad" thing. (Rainfall down, plus no more random disappearance, may be too much water).
7. Approximately one block in from the shore will get wet during rain.
8. All references to Block.Air should be changed to isAir/isAirBlock for mod compatibility.
9. ConcurrentHashmaps/ changed to ordered LinkedHashMaps; similar for Concurrent queues. We don't have concurrency, we don't need to pay the price. Ordered sequencing should prevent any unevenness.
10. Equalizations disabled; they seem to just make the sea less even.
11. ** All flow cases (flowing over snow, plants, etc) should match vanilla behavior. Please report anything that does not.
Known issues:
1. /Deflood not yet updated.
2. No commands for updating flow radius or sea levels yet.
3. Rain can be "stuck" in the air if the chunk is unloaded; top blocks in new chunks do not get awoken.
4. Still does not save fluid data or "to update" data when chunks unload.
5. Nether is slow.
6. Diagonal flow is still active.
7. Flow range/results from a bucket in a trench is not good enough yet.
8. Flow is not a function of the dimension-specific tick event, so forge does not see the time spent.
In particular, /forge tps reports meaningless numbers.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ok, what are the significant worldgen / water-using mods to test with to make sure that things are still working?
Streams is tested, and works. The flooding issue is still around, but apparently a little flooding is considered a good thing. Most streams will actually start re-absorbing the excess.
RTG is going to make fewer caves/ravines that cross the ocean floor, so that should mean fewer leaks / better performance (will play with that tomorrow).
Harder Wildlife, or Seasons Mod, will both melt ice, which should make the HW-S/RTG/RFO frozen lands turn into wetlands, as the ice from Ice Plains Spikes melts in the summer ... that should be fun to watch, but the landscape will kinda change.
RoC hydros ... I'm going to toss RfTools into my test world, as it has liquid absorbers, which can drain some of the excessive water blocks from my hydro pool area.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
grumble grumble grumble may need to have falling water given a meta-data above 7, and still track fluid size, and force block flowing_water even if full, yet convert from flowing_water to water if full and not falling, all to make compatibility with hydro plants .... grumble.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Vanilla: "flowing_water" is a water block that is being updated / takes time to determine where it outputs to / is going through change in status. "water" is a block where the state is known and not changing.
RFO: Flowing_water is a block that is not full / water is a block that is full.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So after reading Reika's source code, to get a RoC hydro to work with RFO water right now would require a Stream's block at the top of the flowing column, so that RoC sees a "full" (meta data 0) block of water on top, and "flowing" (not meta data 0) water underneath it.
... which isn't impossible, just requires another mod to make work.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
No the fluid mechanics are same as vanilla, the only change is, that it has three different types of water: hot water, salt water and fresh water. The last two has their own ice blocks, which have specific mechanics of freezing and melting.
Ok. So whichever one of those uses blocks 8 and 9 will get this flowing behavior. The other two will be treated as mod water, and benefit from the Streams compatibility -- block 8/9 water will flow on top of it, and be absorbed into it slowly, and will otherwise not affect it.
====
Proposed name change: To make the distinction between 4Head's Realistic Fluids Overhaul, with his upcoming new release, and my fork of it, I'm thinking of changing my name to "Realistic Fluids Fork". Any problems/issues with that?
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
That is probably a plant in a block that renders with water inside the block. But it's a special block that knows how to count water inside it.
Lillypads don't do that.
===
I'm not going to add pipes. Existing pipes connect nicely to the level of water below the surface.
If you want a vanilla pump, without a tech mod, try pistons. I know they worked in 4Head's version.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Mod name question:
Internally, the mod identifies itself as "finitewater", and gets a config file with that name. The current state is more about flowing water and lava, and the thread is titled "realistic fluids overhaul"; additionally, I keep referring to it as "realistic flowing fluids" (RFF), even having a checkout directory with that name.
What should the mod, and config file, be named?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
i dig rff. i mainly want the config name to be the same as the mod name lol.
Can someone who understands gradle look at my setup and tell me what I'm doing wrong?
Error message:
Files: https://github.com/keybounce/Finite-Fluids/tree/NotWorking
Just modified: build.gradle and src/main/java/.../FluidModInfo.java
I do have the minecraft version set:
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I think I got it.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
So I know what causes the beach overflow, and how to make it happen/not happen.
_WHY_ it happens ...
The cause is rainfall height. If you have rainfall at the water-level, it does not overflow. The higher up in the air you have it, the more shore overflow happens.
But ... you now can have real rain drops falling down :-).
Only thing left is removing the debug spam from the release code.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And a final test disproved that.
Radius 8 chunks. Rainspeed 20 (slow). Rainheight 0. Started with depressions in the test zone from ocean holes that had to be plugged.
Still flooded the beaches more than a little bit (One space in, only). No clear indication why. But, you will have to deal with it. No tunables yet, because I don't know the cause yet.
Other changes:
1. Now has a config file that matches the mod name. (RealisticFluids)
2. Saves the flow enabled state as a global in the config file; can be set from in-game command. Should only require single player or elevated server privilege.
3. Faster, less spammy. On my machine, it can handle 40K fluid updates at a time without slowing the tick rate, when not raining.
4. EnableFlow now supports tab completion and proper checking for success. Should even work from a command block now.
5. /enableflow renamed as /rff-enableflow, with an alias to /enableflow. Other commands will have the /rff- prefix.
6. Ocean no longer drains as you unload/load chunks; let me know if this is a "bad" thing. (Rainfall down, plus no more random disappearance, may be too much water).
7. Approximately one block in from the shore will get wet during rain.
8. All references to Block.Air should be changed to isAir/isAirBlock for mod compatibility.
9. ConcurrentHashmaps/ changed to ordered LinkedHashMaps; similar for Concurrent queues. We don't have concurrency, we don't need to pay the price. Ordered sequencing should prevent any unevenness.
10. Equalizations disabled; they seem to just make the sea less even.
11. ** All flow cases (flowing over snow, plants, etc) should match vanilla behavior. Please report anything that does not.
Known issues:
1. /Deflood not yet updated.
2. No commands for updating flow radius or sea levels yet.
3. Rain can be "stuck" in the air if the chunk is unloaded; top blocks in new chunks do not get awoken.
4. Still does not save fluid data or "to update" data when chunks unload.
5. Nether is slow.
6. Diagonal flow is still active.
7. Flow range/results from a bucket in a trench is not good enough yet.
8. Flow is not a function of the dimension-specific tick event, so forge does not see the time spent.
In particular, /forge tps reports meaningless numbers.
9. Nether is still slow.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
... and adding in a few mods (CCC, Streams, Fognerf, and zoom binoculars), and it just goes kaput.
EDIT: OK, so making it work nicely in release did what to dev?
{@modid:mod-name}.cfg
... That's not supposed to be the name of the mod :-)
EDIT 2: How to have fun in a dev environment:
1. Mess up the launch flags to eclipse's debug client.
2. Have vanilla turn the single blocks of lava on the walls into giant lavafalls.
3. Fix the error.
4. Watch the lava flow into rivers ...
EDIT 3: Amplified, plus streams, doesn't look nearly as spectacular as I was expecting. But RFO works just fine in that combination.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
And it's ready.
https://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and/files/2319649
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ok, what are the significant worldgen / water-using mods to test with to make sure that things are still working?
Streams is tested, and works. The flooding issue is still around, but apparently a little flooding is considered a good thing. Most streams will actually start re-absorbing the excess.
RTG is going to make fewer caves/ravines that cross the ocean floor, so that should mean fewer leaks / better performance (will play with that tomorrow).
Harder Wildlife, or Seasons Mod, will both melt ice, which should make the HW-S/RTG/RFO frozen lands turn into wetlands, as the ice from Ice Plains Spikes melts in the summer ... that should be fun to watch, but the landscape will kinda change.
RoC hydros ... I'm going to toss RfTools into my test world, as it has liquid absorbers, which can drain some of the excessive water blocks from my hydro pool area.
Other suggestions?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hotfix incoming. Concurrent modification error on world unload in a heavily loaded modpack.
EDIT: https://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
grumble grumble grumble may need to have falling water given a meta-data above 7, and still track fluid size, and force block flowing_water even if full, yet convert from flowing_water to water if full and not falling, all to make compatibility with hydro plants .... grumble.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I make no compatibility claim with TFC. Doesn't that do it's own thing with water?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Do you think you will add an infinite water block? For tsunamis and other shenanigans...
You mean, like I had accidentally during testing more than once?
Only reason it isn't there is because I didn't think anyone actually wanted it.
Adding to todo list...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Absorption/evaporation is on the todo list as a more complex rainfall system.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Bah.
Vanilla: "flowing_water" is a water block that is being updated / takes time to determine where it outputs to / is going through change in status. "water" is a block where the state is known and not changing.
RFO: Flowing_water is a block that is not full / water is a block that is full.
#need to fix mod compatibility ...
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Triple bleh.
So after reading Reika's source code, to get a RoC hydro to work with RFO water right now would require a Stream's block at the top of the flowing column, so that RoC sees a "full" (meta data 0) block of water on top, and "flowing" (not meta data 0) water underneath it.
... which isn't impossible, just requires another mod to make work.
Bleh.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Ok. So whichever one of those uses blocks 8 and 9 will get this flowing behavior. The other two will be treated as mod water, and benefit from the Streams compatibility -- block 8/9 water will flow on top of it, and be absorbed into it slowly, and will otherwise not affect it.
====
Proposed name change: To make the distinction between 4Head's Realistic Fluids Overhaul, with his upcoming new release, and my fork of it, I'm thinking of changing my name to "Realistic Fluids Fork". Any problems/issues with that?
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is there a way to make the water faster? I tried to change the config file, but my wall of water still moves like a turtle.