Having hot water in world is not terribly important, there are not many hot springs, and all they do is decrease player regen time. Personally, I'd say the TFC fresh/salt water are more important than hot springs. TFC has mixing of the two in a barrel, but it might be very complex to have that happen in world.
How does the TFC fresh/salt water work? Is it a case of "all existing water is converted to their water"?
Since it has specific block names, it is not reusing blocks 8 and 9, which is what I was thinking at first.
For my version, to make RF compatibility (CofhCore, specifically), I used SortOrder to make it run AFTER CofhCore. All CofhCore is doing is changing block 8 and 9 to a special class that won't permit being placed in the nether; by running later, I just say, "No, use this class instead". I'm not saying that theirs is a bad mod; I just think it should have been an explicitly separate mod.
EDIT: 6. Just decided to have a look at the repo. One issue I've realized is, commits are spread across 2-3 branches, so none of them are really up to date. Part of this is because I was not planning to make them final, part of it is because I am terribly disorganized. I'm thinking it will just be easier to write everything from scratch, with extra considerations for things like Streams, TFC, and so on.
Yours were only across a main branch, and a pressure branch. But you had no single commit that matched release.
I disassembled your release (http://www.javadecompilers.com/). Some of the stuff from the first (and in one case, second) commit in pressure was in the release, but other things in the first commit (including, if I recall, a complete change to how the scheduler was organized) were not.
My git repository, on the other hand, is a mess. But there is a single-point for the alpha 2 release, and there is a clear single point for the work on my alpha 3 release.
That the far chunks are just plain not working, etc, I'm probably just going to re-write the scheduler from scratch.
Well... for one, convertFlowingStill should only be applied to blocks that are already being turned into BlockFiniteFluid.
As far as I can tell, it's only called from setLevel(). So the question is, lets say that there's a list of "water-type blocks that should not be changed", as well as an equivalent list of lava blocks (there's a mod that gives super-heated lava).
My first thought is that either setLevel (4 places call it) or convertFlowingStill should check if the destination is on the exception list, and if so, leave it unchanged. This should allow other liquid blocks of material water/lava to exist and be unchanged when these fluids run into them.
===
So I just had a strange thought. I'm not sure I like it, but it's a thought, for people to give feedback on.
Vanilla water behavior still exists in the code. It is no longer held by blocks 8 and 9, but new blocks could be defined that have them.
When special casing for vanilla water behavior is wanted -- such as running off of an infinite Streams block as finite vanilla behavior -- those new block ID's could be used instead of block 8/9.
The big question is, how could it be detected? SetBlock() is a static; it doesn't go to the class of the block being placed, so it's not possible for BlockFiniteFluid to catch new placement and test if it's coming from a Stream or TFC water spreading.
(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?
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Patrick13542
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Im honestly not sure how TFC water works... I just thought TFC would go well with this. However I believe(Not certain) that TFC is open source so you could look on their github(If they have one) and see what their water code looks like. And Yes TFC does replace vanilla water with their water.
Sorry If I'm not posting on here regularly, I'm busy with school and exams.
TFC is a complete overhaul mod. It doesn't exactly "replace" vanilla water, it simply doesn't generate any vanilla terrain. Vanilla water can exist in TFC, but it has to be cheated in.
TFC is a complete overhaul mod. It doesn't exactly "replace" vanilla water, it simply doesn't generate any vanilla terrain. Vanilla water can exist in TFC, but it has to be cheated in.
Yea Thats True.. Sorry "Replace" is a simple term..
1. I just wrote a better scheduler. Data structure is better. Now I know what needs to be done, I can do things a lot more easily, and add in stuff that just isn't feasible with the existing codebases (like, make pressure work better, along with just making everything better).
2. I do vaguely remember changing a lot of things in the jar that's up there. The only consolidated version of the mod, is apparently the one in my head lol. Not to mention that my notation is probably giving you nightmares, which won't be helping anything...
3. The flow algorithm is probably incomplete as well. Writing up some stuff around getting pressure working, it's going to need some structural changes to the algorithm and fluid blocks, along with some minor changes to the scheduling system.
4. convertFlowingStill only gets called after we try to set the block from the flow algorithm (and the equalization/fluid distribution stuff). if a block is calling a setFluid method, then it is assuming that a successful flow has occurred, and even if you can stop it from overwriting from overwriting Streams blocks within this method, there may still be unexpected side effects unless you can prevent this underlying assumption (i.e, the finite block will flow between the streams block, but the streams block won't change, leading to infinite sources and drains).
4a. When Streams blocks flow into an empty space, do they produce a vanilla-esque fluid, or a finite fluid (aka Blocks.flowing_water)?
5. TFC. We'd probs need a compatibility layer that specifically replaces the blocks that TFC uses (easiest way is either to use his source as a dependency and change his instanced block classes, or just to load after his mod and ASM it to instantiate some custom classes instead...). I would need to give it some more thought, but I do think it will be feasible to add salinity levels to blocks - it is, after all, just another value to pass around behind the scenes.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
1. I just wrote a better scheduler. Data structure is better. Now I know what needs to be done, I can do things a lot more easily, and add in stuff that just isn't feasible with the existing codebases (like, make pressure work better, along with just making everything better).
Good; looks like I'm out of the maintenance job for this mod then :-).
4. convertFlowingStill only gets called after we try to set the block from the flow algorithm (and the equalization/fluid distribution stuff). if a block is calling a setFluid method, then it is assuming that a successful flow has occurred, and even if you can stop it from overwriting from overwriting Streams blocks within this method, there may still be unexpected side effects unless you can prevent this underlying assumption (i.e, the finite block will flow between the streams block, but the streams block won't change, leading to infinite sources and drains).
4a. When Streams blocks flow into an empty space, do they produce a vanilla-esque fluid, or a finite fluid (aka Blocks.flowing_water)?
As far as I know, they produce a block 8 (flowing_water).
That is on my "to test" list.
My thinking was going to be simple: if something is trying to set the fluid level of a block that is some other water/lava block, then let it "happen" but be a no-op. Flowing water that runs into Streams water will just go "poof" and be absorbed into the Stream, leaving it as Streams and not as "block 8/9" water.
The concern of a Streams block giving an unlimited side flow if you dug ... yea, that's a concern. My solution was going to be to have the "drainage" function -- if rainfall is going to put water on the ground, then water on the ground has to have a draining factor. Same draining factor could soak up excessive drainage from the Streams runoff.
(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?
Just chimin' in here guys to say I'm one of many, cheering you on. Been quietly following the convo in this mod since way back, and I'm glad you guys are keepin' the ball rollin'!
As much as that is true, *I want Streams and Realistic Flowing Fluids both.*
If I get TFC compatibility, fine; if not, fine.
Right now, as I understand it, if normal water generates in a TFC world, it will flow; but TFC water will not flow. For me, that's "good enough", because I am not a TFC user.
I had to get CofhCore compatibility, because I want to use mods that use it; that was solved by SortOrder.
I had to get the thread allocation working, because I was getting random crashes (100% of the time in eclipse); solved with a counter variable.
I can get "no bedrock" worlds -- Mystcraft and RfTools island worlds -- to work now by just not replacing water at Y=0 with air.
I think I can get "sufficient" Streams compatibility with "test for block 8/9 water, instead of any water".
And, I want (nb: *want*) rainfall and evaporation. If I can get a simple idea to work sufficiently, fine; if not, I'll just wait on getting that to work.
Scheduler? 4Head has solved that, so I don't need to.
===
I really need to figure out how to use "git rebase", so I can clean up what I have done, and submit it for 4Head to use. If not, 4Head can look at my diffs and put that into the master branch.
(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?
What did you change to get Cofh working? Actually, if you link your repo, I will just look through and implement anything necessary. Forge's annotations have always been beyond me, I really suck at some things lol.
For rainfall, I was thinking about making it refill oceans and rivers to sea level, but putting water on the ground didn't work out very well during testing and was dropped fairly early on (I think that most players wouldn't like having puddles of water _everywhere_, plus balancing to prevent world flooding seemed too difficult). I do plan to add a special "catchment" block which would collect water on top during rain though.
Just remembered another big issue that needs to be tackled at some point; oceans and rivers draining into caves and ravines.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Oceans and rivers draining into ravines and caves is "What I expect" at the moment.
For CofhCore, it was ...
keybounceMBP:realisticfluids michael$ git diff Master CofhFix
diff --git a/src/main/java/com/mcfht/realisticfluids/ModLaunchWrapper.java b/src/main/java/com/mcfht/realisticfluids/ModLaunchWrapper.java
index 70df0f2..d37cb50 100644
--- a/src/main/java/com/mcfht/realisticfluids/ModLaunchWrapper.java
+++ b/src/main/java/com/mcfht/realisticfluids/ModLaunchWrapper.java
@@ -3,14 +3,16 @@ package com.mcfht.realisticfluids;
import java.util.Map;
import com.mcfht.realisticfluids.asm.ASMTransformer;
-import com.mcfht.realisticfluids.asm.ASMTransformer.StringComp;
+import cpw.mods.fml.relauncher.IFMLLoadingPlugin;
import cpw.mods.fml.relauncher.IFMLLoadingPlugin.MCVersion;
/** Nothing special, needed by Forge ASM stuffs.
* @author FHT
*/
@MCVersion(value = "1.7.10")
[email protected](1002)
+
public class ModLaunchWrapper implements cpw.mods.fml.relauncher.IFMLLoadingPlugin{
public static final String MODID = FluidModInfo.MODID;
public static final String VERSION = FluidModInfo.VERSION;
keybounceMBP:realisticfluids michael$
Limiting water refill to only rivers/oceans just doesn't seem right. Yes, if it creates puddles everywhere, that's not good. The solution is to evaporate puddles when it's not raining.
I've seen another mod (Realistic Realism) that generates massive block update issues. It adds seasons. It causes snow everywhere during "winter". When spring/summer comes around, the snow melts. You can see the block updates as the snow goes away, and yet there will be some blocks that never get the snow to melt. Almost all of it will, but not all. As a result, if you rely only on the random block updates to remove the stagnant water, some will stay around.
I suspect the answer is to remove not just the water block being ticked on the random update, but also the 4 adjacent blocks if they are stagnant water.
EDIT: For your benefit, I just did a full push of everything (including the worst stuff I wasn't going to publish ... the repository is a mess, but the PrepAlpha3 branch has everything merged in, and I've tried hard to keep everything on it's own topic branch)
(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?
What did you change to get Cofh working? Actually, if you link your repo, I will just look through and implement anything necessary. Forge's annotations have always been beyond me, I really suck at some things lol.
For rainfall, I was thinking about making it refill oceans and rivers to sea level, but putting water on the ground didn't work out very well during testing and was dropped fairly early on (I think that most players wouldn't like having puddles of water _everywhere_, plus balancing to prevent world flooding seemed too difficult). I do plan to add a special "catchment" block which would collect water on top during rain though.
Just remembered another big issue that needs to be tackled at some point; oceans and rivers draining into caves and ravines.
Fantastic! Your Back! I haven't seen any activity on this thread in a while from you..
Anyway... Thanks KB, I'll take a look. The CofH compatibility looks really simple... How does the SortingIndex stuff work? Is this just "load mods with the lowest sorting index first"? EDIT: That's... quite a lot of branches...
Cave flooding is very cool, but I think it is an issue which should at least be possible to toggle in the config - some people probably won't want half of their ocean falling into a hole causing millions of block updates which they can't do anything about =P
Evaporation and rain. I guess it's something I will play with again when stuff works again. Balancing it is important. I suppose we'll just see what happens when I get to this part lol (I'm thinking maybe some more config options).
Re: Reika's... well... at least it's loading....... last time I tried with his mods (I wanted to test using cave control) there were some really strange issues (as in, I was getting NullPointerExceptions during chunk loading events. I didn't go near any of his mods after that). Never heard of the flickering blocks issue, but it seems very plausible (RFO is mostly server side, and has nothing to do with the rendering stuffs atm).
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
If you want to address cave flooding, the best option is to alter the cave generator to not break into the air under rivers and oceans. Even if you just do something as "Stay under 53 in rivers, under 42 in oceans, and under 31 in deep oceans". But then, ocean will go higher when you are looking at the islands in oceans.
(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?
Mmm, was thinking something along these lines. The options are either adding infinite layers to the oceans, or fiddling the cave gen.
On looking into the classes, the issue is that they can undermine falling blocks like sand and gravel, and shouldn't directly cut holes in the ocean floor... Hmmm... Wonder if I can just stick some rock underneath... Will redirect methods and mess around for a while.
300/~1000 lines written for BlockFiniteFluid. Commenting more stuff so people can understand it better.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
i can see only one problem with cave flooding and that's the possible performance hit.
but after the cave is flooded, it runs perfectly fine again.
sure, vanilla caves and ravine "spawn" in strange places ripping other generated structures apart, so who is willing to change that without the need to rewrite it again in the next update of the game?
I'm so glad this mod is still getting worked on. Love the realistic water!
Having hot water in world is not terribly important, there are not many hot springs, and all they do is decrease player regen time. Personally, I'd say the TFC fresh/salt water are more important than hot springs. TFC has mixing of the two in a barrel, but it might be very complex to have that happen in world.
How does the TFC fresh/salt water work? Is it a case of "all existing water is converted to their water"?
Since it has specific block names, it is not reusing blocks 8 and 9, which is what I was thinking at first.
For my version, to make RF compatibility (CofhCore, specifically), I used SortOrder to make it run AFTER CofhCore. All CofhCore is doing is changing block 8 and 9 to a special class that won't permit being placed in the nether; by running later, I just say, "No, use this class instead". I'm not saying that theirs is a bad mod; I just think it should have been an explicitly separate mod.
Yours were only across a main branch, and a pressure branch. But you had no single commit that matched release.
I disassembled your release (http://www.javadecompilers.com/). Some of the stuff from the first (and in one case, second) commit in pressure was in the release, but other things in the first commit (including, if I recall, a complete change to how the scheduler was organized) were not.
My git repository, on the other hand, is a mess. But there is a single-point for the alpha 2 release, and there is a clear single point for the work on my alpha 3 release.
That the far chunks are just plain not working, etc, I'm probably just going to re-write the scheduler from scratch.
As far as I can tell, it's only called from setLevel(). So the question is, lets say that there's a list of "water-type blocks that should not be changed", as well as an equivalent list of lava blocks (there's a mod that gives super-heated lava).
My first thought is that either setLevel (4 places call it) or convertFlowingStill should check if the destination is on the exception list, and if so, leave it unchanged. This should allow other liquid blocks of material water/lava to exist and be unchanged when these fluids run into them.
===
So I just had a strange thought. I'm not sure I like it, but it's a thought, for people to give feedback on.
Vanilla water behavior still exists in the code. It is no longer held by blocks 8 and 9, but new blocks could be defined that have them.
When special casing for vanilla water behavior is wanted -- such as running off of an infinite Streams block as finite vanilla behavior -- those new block ID's could be used instead of block 8/9.
The big question is, how could it be detected? SetBlock() is a static; it doesn't go to the class of the block being placed, so it's not possible for BlockFiniteFluid to catch new placement and test if it's coming from a Stream or TFC water spreading.
* 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?
Im honestly not sure how TFC water works... I just thought TFC would go well with this. However I believe(Not certain) that TFC is open source so you could look on their github(If they have one) and see what their water code looks like. And Yes TFC does replace vanilla water with their water.
Sorry If I'm not posting on here regularly, I'm busy with school and exams.
Okay Here We Are
https://github.com/Deadrik/TFCraft
TFC is a complete overhaul mod. It doesn't exactly "replace" vanilla water, it simply doesn't generate any vanilla terrain. Vanilla water can exist in TFC, but it has to be cheated in.
Yea Thats True.. Sorry "Replace" is a simple term..
1. I just wrote a better scheduler. Data structure is better. Now I know what needs to be done, I can do things a lot more easily, and add in stuff that just isn't feasible with the existing codebases (like, make pressure work better, along with just making everything better).
2. I do vaguely remember changing a lot of things in the jar that's up there. The only consolidated version of the mod, is apparently the one in my head lol. Not to mention that my notation is probably giving you nightmares, which won't be helping anything...
3. The flow algorithm is probably incomplete as well. Writing up some stuff around getting pressure working, it's going to need some structural changes to the algorithm and fluid blocks, along with some minor changes to the scheduling system.
4. convertFlowingStill only gets called after we try to set the block from the flow algorithm (and the equalization/fluid distribution stuff). if a block is calling a setFluid method, then it is assuming that a successful flow has occurred, and even if you can stop it from overwriting from overwriting Streams blocks within this method, there may still be unexpected side effects unless you can prevent this underlying assumption (i.e, the finite block will flow between the streams block, but the streams block won't change, leading to infinite sources and drains).
4a. When Streams blocks flow into an empty space, do they produce a vanilla-esque fluid, or a finite fluid (aka Blocks.flowing_water)?
5. TFC. We'd probs need a compatibility layer that specifically replaces the blocks that TFC uses (easiest way is either to use his source as a dependency and change his instanced block classes, or just to load after his mod and ASM it to instantiate some custom classes instead...). I would need to give it some more thought, but I do think it will be feasible to add salinity levels to blocks - it is, after all, just another value to pass around behind the scenes.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Good; looks like I'm out of the maintenance job for this mod then :-).
As far as I know, they produce a block 8 (flowing_water).
That is on my "to test" list.
My thinking was going to be simple: if something is trying to set the fluid level of a block that is some other water/lava block, then let it "happen" but be a no-op. Flowing water that runs into Streams water will just go "poof" and be absorbed into the Stream, leaving it as Streams and not as "block 8/9" water.
The concern of a Streams block giving an unlimited side flow if you dug ... yea, that's a concern. My solution was going to be to have the "drainage" function -- if rainfall is going to put water on the ground, then water on the ground has to have a draining factor. Same draining factor could soak up excessive drainage from the Streams runoff.
* 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?
Just chimin' in here guys to say I'm one of many, cheering you on. Been quietly following the convo in this mod since way back, and I'm glad you guys are keepin' the ball rollin'!
<3
-Pitch
As much as that is true, *I want Streams and Realistic Flowing Fluids both.*
If I get TFC compatibility, fine; if not, fine.
Right now, as I understand it, if normal water generates in a TFC world, it will flow; but TFC water will not flow. For me, that's "good enough", because I am not a TFC user.
I had to get CofhCore compatibility, because I want to use mods that use it; that was solved by SortOrder.
I had to get the thread allocation working, because I was getting random crashes (100% of the time in eclipse); solved with a counter variable.
I can get "no bedrock" worlds -- Mystcraft and RfTools island worlds -- to work now by just not replacing water at Y=0 with air.
I think I can get "sufficient" Streams compatibility with "test for block 8/9 water, instead of any water".
And, I want (nb: *want*) rainfall and evaporation. If I can get a simple idea to work sufficiently, fine; if not, I'll just wait on getting that to work.
Scheduler? 4Head has solved that, so I don't need to.
===
I really need to figure out how to use "git rebase", so I can clean up what I have done, and submit it for 4Head to use. If not, 4Head can look at my diffs and put that into the master branch.
* 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?
The official release will crash.
My alpha 2 release will not, and should work.
See earlier this page or last page for link.
* 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?
What did you change to get Cofh working? Actually, if you link your repo, I will just look through and implement anything necessary. Forge's annotations have always been beyond me, I really suck at some things lol.
For rainfall, I was thinking about making it refill oceans and rivers to sea level, but putting water on the ground didn't work out very well during testing and was dropped fairly early on (I think that most players wouldn't like having puddles of water _everywhere_, plus balancing to prevent world flooding seemed too difficult). I do plan to add a special "catchment" block which would collect water on top during rain though.
Just remembered another big issue that needs to be tackled at some point; oceans and rivers draining into caves and ravines.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
By "big isssue" you mean "the coolest thing ever" right?
Timeless Modding is kinda dead but idk what to put here now
I occasionally make textures/models for random people. Contributed to: Tinker's Construct, Growthcraft, and Animals+
PixelQuest 2, my new 1.10 RPG/rougelike-inspired modpack, is coming soon!
Oceans and rivers draining into ravines and caves is "What I expect" at the moment.
For CofhCore, it was ...
Limiting water refill to only rivers/oceans just doesn't seem right. Yes, if it creates puddles everywhere, that's not good. The solution is to evaporate puddles when it's not raining.
I've seen another mod (Realistic Realism) that generates massive block update issues. It adds seasons. It causes snow everywhere during "winter". When spring/summer comes around, the snow melts. You can see the block updates as the snow goes away, and yet there will be some blocks that never get the snow to melt. Almost all of it will, but not all. As a result, if you rely only on the random block updates to remove the stagnant water, some will stay around.
I suspect the answer is to remove not just the water block being ticked on the random update, but also the 4 adjacent blocks if they are stagnant water.
#NeedsTuning
My repository: https://bitbucket.org/keybounce/minecraft-finite-fluids
EDIT: For your benefit, I just did a full push of everything (including the worst stuff I wasn't going to publish ... the repository is a mess, but the PrepAlpha3 branch has everything merged in, and I've tried hard to keep everything on it's own topic branch)
* 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?
Fantastic! Your Back! I haven't seen any activity on this thread in a while from you..
Yeah, I went away for a bit...
Anyway... Thanks KB, I'll take a look. The CofH compatibility looks really simple... How does the SortingIndex stuff work? Is this just "load mods with the lowest sorting index first"? EDIT: That's... quite a lot of branches...
Cave flooding is very cool, but I think it is an issue which should at least be possible to toggle in the config - some people probably won't want half of their ocean falling into a hole causing millions of block updates which they can't do anything about =P
Evaporation and rain. I guess it's something I will play with again when stuff works again. Balancing it is important. I suppose we'll just see what happens when I get to this part lol (I'm thinking maybe some more config options).
Re: Reika's... well... at least it's loading....... last time I tried with his mods (I wanted to test using cave control) there were some really strange issues (as in, I was getting NullPointerExceptions during chunk loading events. I didn't go near any of his mods after that). Never heard of the flickering blocks issue, but it seems very plausible (RFO is mostly server side, and has nothing to do with the rendering stuffs atm).
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
If you want to address cave flooding, the best option is to alter the cave generator to not break into the air under rivers and oceans. Even if you just do something as "Stay under 53 in rivers, under 42 in oceans, and under 31 in deep oceans". But then, ocean will go higher when you are looking at the islands in oceans.
* 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?
Mmm, was thinking something along these lines. The options are either adding infinite layers to the oceans, or fiddling the cave gen.
On looking into the classes, the issue is that they can undermine falling blocks like sand and gravel, and shouldn't directly cut holes in the ocean floor... Hmmm... Wonder if I can just stick some rock underneath... Will redirect methods and mess around for a while.
300/~1000 lines written for BlockFiniteFluid. Commenting more stuff so people can understand it better.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
i can see only one problem with cave flooding and that's the possible performance hit.
but after the cave is flooded, it runs perfectly fine again.
sure, vanilla caves and ravine "spawn" in strange places ripping other generated structures apart, so who is willing to change that without the need to rewrite it again in the next update of the game?