So what I came up with: If you are at least 7/8ths full, and have two neighbors that are full, then you fill up.
Comments? It's really easy to add in, and fits the original minecraft system well.
===
The original? You mean Djoslin? (sp?) I don't know. He never really documented what it did or how it worked, and I never played with it because of that.
I've got a "rainfall refill" active in the current release. It overflows. I have tried very hard to figure out why, and gotten nowhere.
But you can make a real rain cloud that starts in the air and falls down.
(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?
Nope. Here's the problem. Lets say you are in a cave under the ocean, and place a bucket of water. What happens?
There is only one Water Block class. This mod changes that to be a flowing liquid block, instead of the vanilla block. So what does a single block of water in a cave under the ocean do?
(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 missed that one - you're right. then how can one balance it to not flood a world or turn it into Arrakis? could we use an autonomous learning algorithm and add a key for too dry and one for too flooded, so the players teach it and after a while we use that formed algorithm for the calculation?
(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?
Hmm. If only Java had instance-based inheritance, or general message forwarding.
Then, a cover class could have both a flowing block instance and a vanilla block instance variable.
It could then just decide based on the biome which of those two classes to forward all calls to.
... grr. So back when Sun was still in charge of Java, I reported this as an issue with the JVM back when 1.5 came out. Essentially, when a message cannot be delivered to an object, the JVM puts information about the error on the stack and goes to the error handler. But the information put on the stack is NOT sufficient to resend the message to a new object. (In comparison, objective-C *does* provide enough information, and Apple used that as the basis of their EOF system.).
I am no longer able to even find that section of user suggestions for Java on the oracle site.
I had wanted to link it so that maybe other people would see the benefit, and vote for it.
(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?
this looks like a cool mod but i have been trying it out and it causes lots of lag and slows world generation significantly. i was wondering if there was any way you could improve the performance of this mod?
Umm ... if I understand what you are asking for, that's full machine learning AI, and well beyond this game.
yes, you got that right. the learning could happen outside of the game and apply changes once the game is restarted.
but as fascinating as i find learnign AI, it also frightens me...
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It could be interesting if this mod could somehow be applied to sand or gravel. Replace them with a liquid you can stand on with some sort of support system requiring the slope to be steep enough for the sand to flow.
Probably setting my hopes too high but it's an interesting idea
error when I launch the game I would really love to use this in a popular modpack but I have no programming skills
I also wonder if it would be easier to just rebuild djsons 1.5.2 mod rather than code from scratch because I noted his mod worked smoothly and had many options to reduce overall cpu usage by only running a set number of threads (recommended 2xcores-1 for intel and cores-1 for amd servers)
this looks like a cool mod but i have been trying it out and it causes lots of lag and slows world generation significantly. i was wondering if there was any way you could improve the performance of this mod?
There is, but not trivially.
4Head was working on a multi-threaded version, I think for 1.10; his stuff is on github. I do not know the state of it.
Worldgen issues? The simplest idea is to pre-flood caves under the ocean. Flood them during chunkgen, and there won't be lag from the water flowing down during play. This is much less of an issue with multi-threaded.
Server to client update issues? That's the number of block updates. My version does not have the proper flow rate, so the block update rate is much higher than it should be (water/lava will flow one block per tick, rather than 5 ticks / 30 ticks. I'm not sure if I broke something, or if that behavior was in the orginal proof of concept mod).
Code optimization? I got some profiling that showed my number crunching was sped up to be around the same time usage as the hash table lookups. Basically, the number calculations for the flow can't go significantly faster, and there are bugs and issues that would actually cause a slowdown if they were fixed. (Quick summary: Doing it right requires two passes. Yes, that means doubling the time spent to calculate the fluid flow / transfer of fluid to adjacent blocks.)
error when I launch the game I would really love to use this in a popular modpack but I have no programming skills
Logs please, I can't do anything otherwise.
But that sounds like an ASM conflict.
I also wonder if it would be easier to just rebuild djsons 1.5.2 mod rather than code from scratch because I noted his mod worked smoothly and had many options to reduce overall cpu usage by only running a set number of threads (recommended 2xcores-1 for intel and cores-1 for amd servers)
That mod only turned small pools of water into flowing water.
This mod changes the behavior of all water blocks in the world.
Also, you just said: that mod was multi-threaded, this mod is not.
(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?
Status: It functions. It has flaws. It is not abandoned.
I do not recommend it in a server (it works) over the internet because the very large rate of block updates will kill your upload speed. It's OK for a lan, or a really good outgoing connection.
The biggest problem is that the speed of update is too inconsistent and high -- lava can flow several blocks in one tick, for example. The nether becomes super deadly.
The second biggest problem is that chunks, on unload / reload, lose all water state data, and trying to re-create that has problems. I've either had "oceans draining", or "Coast flooding", but never something that works right.
Forge Fluids have improved a great deal, even in 1.7.10, since I first looked at them. I want to see about converting this to use forge finite fluids instead.
(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?
our server world has a custom setting which even the guy who made it doesnt remember, but is has an oceanlevel of 51 while swamps and rivers are still created at 64 while swamps have water in them and rivers only do so when they are deep enough to reach down to 51.
also our world is a swiss cheese full of endless caverns and (underground) ravines, so most rivers would not be able to just flow into an ocean but would drain to a cave or ravine.
with this mod, the rivers could be filled more easily just by rain and those parts of swamps that would never carry any water would drain themselves.
My version uses the mis-named "get average ground level" call to determine the sea level. This is the call that normally returns 64 in the overworld (and it subtracts 2 to get the 62 overworld normal sea level), and either 32, 50, or 64 in other dimensions for water height of 31, 49, or 63.
This value is used during rainstorms to determine whether or not to put water in. The additional cavet is that it only puts water down when the ground is that low.
What you are describing there -- it sounds like you are saying that the ground looks normal, but the "top of the ocean and rivers" is air -- like the blocks from 51 to 62 that would normally be water are converted to air.
If that's the case, and you don't have a mod altering getAGL(), then rain will (rather quickly, actually) refill your ocean. Which might not be what you want.
(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?
we're currently using no serverside mods. it's just how our world "random"seed works. i already spent many hours in filling up caves and ravines with water and fixing swamps. but we would not start a new world now that we "lived" in it for 2 years.
so i hoped such a mod could fix some of those things, but apparently that would make it worse as those oceans now have harbours and we would not want to rebuild those
Didn't the original Finite Liquids have water vaporize and be placed by rain?
Boot Device Not Found
Please install a operating system on your hard disk.
Hard Disk (#####)
F2 System Diagnostics
For more information, please visit:
So what I came up with: If you are at least 7/8ths full, and have two neighbors that are full, then you fill up.
Comments? It's really easy to add in, and fits the original minecraft system well.
===
The original? You mean Djoslin? (sp?) I don't know. He never really documented what it did or how it worked, and I never played with it because of that.
I've got a "rainfall refill" active in the current release. It overflows. I have tried very hard to figure out why, and gotten nowhere.
But you can make a real rain cloud that starts in the air and falls down.
* 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?
Yea I remember using it before I used the forum and vaporising water was a bit to fast on it I remember seeing a ocean drain
Boot Device Not Found
Please install a operating system on your hard disk.
Hard Disk (#####)
F2 System Diagnostics
For more information, please visit:
make oceans excluded from this and you're fine, also make oceans just delete any water that drops into them.
just use the biome type to identify if it is an ocean.
I was talking about the version for 1.5.2 made by Djoslin
Boot Device Not Found
Please install a operating system on your hard disk.
Hard Disk (#####)
F2 System Diagnostics
For more information, please visit:
Exclude ocean biomes?
Nope. Here's the problem. Lets say you are in a cave under the ocean, and place a bucket of water. What happens?
There is only one Water Block class. This mod changes that to be a flowing liquid block, instead of the vanilla block. So what does a single block of water in a cave under the ocean do?
* 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 missed that one - you're right. then how can one balance it to not flood a world or turn it into Arrakis? could we use an autonomous learning algorithm and add a key for too dry and one for too flooded, so the players teach it and after a while we use that formed algorithm for the calculation?
Umm ... if I understand what you are asking for, that's full machine learning AI, and well beyond this game.
* 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?
Hmm. If only Java had instance-based inheritance, or general message forwarding.
Then, a cover class could have both a flowing block instance and a vanilla block instance variable.
It could then just decide based on the biome which of those two classes to forward all calls to.
... grr. So back when Sun was still in charge of Java, I reported this as an issue with the JVM back when 1.5 came out. Essentially, when a message cannot be delivered to an object, the JVM puts information about the error on the stack and goes to the error handler. But the information put on the stack is NOT sufficient to resend the message to a new object. (In comparison, objective-C *does* provide enough information, and Apple used that as the basis of their EOF system.).
I am no longer able to even find that section of user suggestions for Java on the oracle site.
I had wanted to link it so that maybe other people would see the benefit, and vote for 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?
this looks like a cool mod but i have been trying it out and it causes lots of lag and slows world generation significantly. i was wondering if there was any way you could improve the performance of this mod?
yes, you got that right. the learning could happen outside of the game and apply changes once the game is restarted.
but as fascinating as i find learnign AI, it also frightens me...
It could be interesting if this mod could somehow be applied to sand or gravel. Replace them with a liquid you can stand on with some sort of support system requiring the slope to be steep enough for the sand to flow.
Probably setting my hopes too high but it's an interesting idea
I get a
"block ticking water" cannot be applied
error when I launch the game I would really love to use this in a popular modpack but I have no programming skills
I also wonder if it would be easier to just rebuild djsons 1.5.2 mod rather than code from scratch because I noted his mod worked smoothly and had many options to reduce overall cpu usage by only running a set number of threads (recommended 2xcores-1 for intel and cores-1 for amd servers)
There is, but not trivially.
4Head was working on a multi-threaded version, I think for 1.10; his stuff is on github. I do not know the state of it.
Worldgen issues? The simplest idea is to pre-flood caves under the ocean. Flood them during chunkgen, and there won't be lag from the water flowing down during play. This is much less of an issue with multi-threaded.
Server to client update issues? That's the number of block updates. My version does not have the proper flow rate, so the block update rate is much higher than it should be (water/lava will flow one block per tick, rather than 5 ticks / 30 ticks. I'm not sure if I broke something, or if that behavior was in the orginal proof of concept mod).
Code optimization? I got some profiling that showed my number crunching was sped up to be around the same time usage as the hash table lookups. Basically, the number calculations for the flow can't go significantly faster, and there are bugs and issues that would actually cause a slowdown if they were fixed. (Quick summary: Doing it right requires two passes. Yes, that means doubling the time spent to calculate the fluid flow / transfer of fluid to adjacent blocks.)
Logs please, I can't do anything otherwise.
But that sounds like an ASM conflict.
That mod only turned small pools of water into flowing water.
This mod changes the behavior of all water blocks in the world.
Also, you just said: that mod was multi-threaded, this mod is not.
* 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?
PLEASE tell me this mod is still supported! It looks amazing from the screenshots! It would be so cool to actually have realistic water in Minecraft!
Status: It functions. It has flaws. It is not abandoned.
I do not recommend it in a server (it works) over the internet because the very large rate of block updates will kill your upload speed. It's OK for a lan, or a really good outgoing connection.
The biggest problem is that the speed of update is too inconsistent and high -- lava can flow several blocks in one tick, for example. The nether becomes super deadly.
The second biggest problem is that chunks, on unload / reload, lose all water state data, and trying to re-create that has problems. I've either had "oceans draining", or "Coast flooding", but never something that works right.
Forge Fluids have improved a great deal, even in 1.7.10, since I first looked at them. I want to see about converting this to use forge finite fluids instead.
* 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?
Are you still working on this? Please keep working! I have wanted a mod like this for years!!!
i always wanted this mod for realism purposes:
our server world has a custom setting which even the guy who made it doesnt remember, but is has an oceanlevel of 51 while swamps and rivers are still created at 64 while swamps have water in them and rivers only do so when they are deep enough to reach down to 51.
also our world is a swiss cheese full of endless caverns and (underground) ravines, so most rivers would not be able to just flow into an ocean but would drain to a cave or ravine.
with this mod, the rivers could be filled more easily just by rain and those parts of swamps that would never carry any water would drain themselves.
My version uses the mis-named "get average ground level" call to determine the sea level. This is the call that normally returns 64 in the overworld (and it subtracts 2 to get the 62 overworld normal sea level), and either 32, 50, or 64 in other dimensions for water height of 31, 49, or 63.
This value is used during rainstorms to determine whether or not to put water in. The additional cavet is that it only puts water down when the ground is that low.
What you are describing there -- it sounds like you are saying that the ground looks normal, but the "top of the ocean and rivers" is air -- like the blocks from 51 to 62 that would normally be water are converted to air.
If that's the case, and you don't have a mod altering getAGL(), then rain will (rather quickly, actually) refill your ocean. Which might not be what you want.
Rainfall can be disabled -- it's a config option.
* 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?
we're currently using no serverside mods. it's just how our world "random"seed works. i already spent many hours in filling up caves and ravines with water and fixing swamps. but we would not start a new world now that we "lived" in it for 2 years.
so i hoped such a mod could fix some of those things, but apparently that would make it worse as those oceans now have harbours and we would not want to rebuild those