(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?
Re Servers, it depends on a lot of factors, such as the number of players, number of loaded chunks, your hardware, etc. Running the mod on a server with a few players should be fine, although it might use a lot of bandwidth (I remember someone in this thread had a server with a few friends, and it was eating up an average of 1Mbps when everyone was online).
The rewrite should work much better on servers (uses much less bandwidth), but even so, a huge server with tens of players is always going to be a stretch.
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Really? Am i doing something wrong maybe? I Run a home server that mostly is just played on by myself over LAN and a friend across town over the internet. Runs fine up until we enable flow. then it starts skipping thousands of ticks and mobs hardly move. Gets worse the longer the server has been running, but the server has no problems otherwise.
(Alpha 4.3-RainfallSimple) (Other mods: BNBGaming's remake of BlockPhysics0.9.5 and Cyanos Lootable Bodies)
I was so happy when I received an update about this conversation. I thought this was abandoned. I downloaded keybounce's version to check it out too :D. I can't wait till the day I can finally pipe finite water from one place to another using other mods such as buildcraft.
I'm a newb still at those mods lol. Pipes are still a huge thing for me lol. After I try that, then I'll do other stuff haha. Wait are you saying this is compatible right NOW?
Really? Am i doing something wrong maybe? I Run a home server that mostly is just played on by myself over LAN and a friend across town over the internet. Runs fine up until we enable flow. then it starts skipping thousands of ticks and mobs hardly move. Gets worse the longer the server has been running, but the server has no problems otherwise.
(Alpha 4.3-RainfallSimple) (Other mods: BNBGaming's remake of BlockPhysics0.9.5 and Cyanos Lootable Bodies)
First, does the same setup work for you in single player?
Second, there's issues with performance. I've gotten it better in the version I have in dev, and if I can get it packaged up, you'll get it this weekend. 4Head's is going to be much better.
Third, you'll want to tune the amount of water updates per update. It's horribly easy for it to get too long. Reduce "near" (and far).
Fourth, the version you have: Make sure that your "near" and "Far" update distances are the same. That's no longer the requirement in what I've got next.
Try a near/far distance of 2, and see if you still have problems.
(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 tested it and it works amazingly. I gotta say I love how fast water fills or empties a space. It worked flawlessly on my end on single player with Buildcraft. Well almost flawlessly. There is one thing. When you enable Buildcraft to consume water blocks it works very nice, but there is one problem when you reach the last layer of water blocks. Lets say you got a 10x10, 1 block high area full of water. Whenever the pump lowers the overall level of the water to under 1 block, the machine thinks there is actually no block of water at all and stops draining, even though you still have a 10x10 area 90% full of water.
This is the same problem when you try to use a bucket to fill it up with water except that it is now affecting the machine. I gotta say the mere fact that this mod, even unfinished is around is good enough for me, even if this is a permanent issue that couldn't be fixed. I could live with that, but if it is fixable then heck yea.
This is easily one of my favorite mods already and its not even finished. Great work to both of you Keybouncer and 4HeadTiger.
Defaults of 4 and 8: Ick, change that! Sorry. The version you have has a nasty bug if the distant queue does not get cleaned out every time through (it generates a never-ending backlog). Keep them identical, and put them around 2-3.
The "10x10x1, remove one bucket, no buckets" issue: Known. Sorry. Make a depression in the middle, and pump out of that. No good fix available. For that to be fixed, you'd need a custom pump that knows about this partial water.
(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 pretty sweet man. Actually I wonder if you could help me with a problem I've got in my current mod. Its an airships mod at the moment, but I want to add Boats to it too.
(If you've got 50 seconds)
I think it would be amazing if these crafts could displace water and contract leaks using your fluid engine!
Set the near and far to same, seems to be working MUCH better now. Currently working on an aqueduct system to bring water to my Extreme HIlls Biome home. Love what you guys have made so far.
this sounds amazing! i love realism mods, can't wait to run some tests. i'm currently building a massive private single player modpack. i will report back with any interesting findings...
This looks pretty sweet man. Actually I wonder if you could help me with a problem I've got in my current mod. Its an airships mod at the moment, but I want to add Boats to it too.
I think it would be amazing if these crafts could displace water and contract leaks using your fluid engine!
That would be very cool... though probably complicated
Displacing should be simple enough, just moving blocks from one place to another, maybe breaking them up and spreading them out... shouldn't be too hard (beyond figuring which blocks need to be moved).
Leaking... well, detecting leaks, and shoving blocks through them, should also be quite easy... But my (new) algorithm is multi-threaded, works around some annoying vanilla systems, and can't handle a variable down-vector, so I'm thinking you'd probably need your own blocks and algorithms for handling everything once the liquids made it onto the ship...
Your mod looks amazing btw!
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
The code of forge for 1.7.10 and the code of forge for 1.8 are very different. It's very unlikely that the devs will have a version for 1.8 soon, seeing as how they are still trying to make the mod compatible with other 1.7 mods, and iron out bugs. However I'm sure they will make one eventually. It's just a matter of time.
What people don't seem to understand(Which drives me, as a small developer, absolutely insane) is that when modders update from 1.x.x to 1.X.X, It's not a simple matter of changing a little code and releasing a new version, with major updates like this we have to literally rewrite a mod from scratch. Even worse, is that when the internal structure and functionality of forge changes, we actually have to LEARN how to mod with the new update, which can take a very long time.
For most mods, the biggest changes are with regards to the handling of coordinates and metadata. In 1.7, metadata is handled as an integer and x/y/z coordinates are handled as 3 separate integers. In 1.8, metadata uses a custom immutable object called a BlockState, while x/y/z are wrapped in a custom immutable object called BlockPos. Long story short, and a few other things aside; integers and custom immutable objects are incompatible. IIRC, the original version of RFO threw 600-700 errors when I tried loading it up for 1.8
The bad news is that the only worthwhile way of making it work is to rewrite everything.
The good news is that I kept this in mind when I rewrote everything, so updating will be a lot easier
Rollback Post to RevisionRollBack
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Alright, time I try this mod. Throwing it into a modified Revolution 2 pack (SSP), let's see how it goes. Looking forward to building a dam heh!
*Searches thread for recent posts by Keybounce*
Ok, couple questions/notes:
1) Need to change default config UpdateRangeFar/UpdateRangeNear to same value of 2 or 3, all good. Also need to set "/enableflow true" before things start working.
2) Buildcraft pump is only currently working pump, yeah? With a minor issue of not extracting pools if < 1 full bucket of depth where liquid is being extracted (solved easily by making a pocket for the water to run down into). Also could use pistons, that sounds REALLY fun (and cheaper), although I don't know of a block that can/could accept running water flowing into it, so would need a pump anyway...?
3) Latest 4.0 alpha version mentions simple rain - does this mean rain can locally replenish water? So there is no actual need for a reservoir + spiller to make a natural dam construction? If so, then no Keybounce - that wasn't a useless feature, that's cool!
4) Guessing that other mods (I guess it's CCC in the Revolution 2 pack) with finite water setting has no effect when RFO is also installed? I.e. RFO is apathetic for such things? Or does some tricky part of RFO still depend on vanilla's mechanic to auto-replace source water blocks?
Also, this pack has the Streams mod with Realistic Terrain Generation and Climate Control (and seasonal changes from Harder Wildlife), lets see how the rain system works
Also, this pack has the Streams mod with Realistic Terrain Generation and Climate Control (and seasonal changes from Harder Wildlife), lets see how the rain system works
if you don't mind, come back here to post your results. i am currently putting together a modpack including this combination of mods, as in: RTG, CC, Harder Wildlife, Streams, and also looking to include Realistic Fluids...
Depends on the version.
Generally: the biggest issue will probably be the network traffic for updated blocks. If you can handle that, you're fine.
===
I will try to get an update out this weekend.
* 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?
Re Servers, it depends on a lot of factors, such as the number of players, number of loaded chunks, your hardware, etc. Running the mod on a server with a few players should be fine, although it might use a lot of bandwidth (I remember someone in this thread had a server with a few friends, and it was eating up an average of 1Mbps when everyone was online).
The rewrite should work much better on servers (uses much less bandwidth), but even so, a huge server with tens of players is always going to be a stretch.
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
RE: servers
Really? Am i doing something wrong maybe? I Run a home server that mostly is just played on by myself over LAN and a friend across town over the internet. Runs fine up until we enable flow. then it starts skipping thousands of ticks and mobs hardly move. Gets worse the longer the server has been running, but the server has no problems otherwise.
(Alpha 4.3-RainfallSimple) (Other mods: BNBGaming's remake of BlockPhysics0.9.5 and Cyanos Lootable Bodies)
I was so happy when I received an update about this conversation. I thought this was abandoned. I downloaded keybounce's version to check it out too :D. I can't wait till the day I can finally pipe finite water from one place to another using other mods such as buildcraft.
You COULD use pipes, but wouldn't you rather use a complicated system of locks and pistons?
I'm a newb still at those mods lol. Pipes are still a huge thing for me lol. After I try that, then I'll do other stuff haha. Wait are you saying this is compatible right NOW?
First, does the same setup work for you in single player?
Second, there's issues with performance. I've gotten it better in the version I have in dev, and if I can get it packaged up, you'll get it this weekend. 4Head's is going to be much better.
Third, you'll want to tune the amount of water updates per update. It's horribly easy for it to get too long. Reduce "near" (and far).
Fourth, the version you have: Make sure that your "near" and "Far" update distances are the same. That's no longer the requirement in what I've got next.
Try a near/far distance of 2, and see if you still have problems.
* 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?
1: Not sure. Server works alright for an hour or two. I don't usually run minecraft single player for much longer than that at a stretch.
2: Sweet, looking forwards to it!
3: Hmm, just found those settings in the CFG file, I had (Obviously) left them at the default of 4 and 8. Will try that this evening.
4: ``
I tested it and it works amazingly. I gotta say I love how fast water fills or empties a space. It worked flawlessly on my end on single player with Buildcraft. Well almost flawlessly. There is one thing. When you enable Buildcraft to consume water blocks it works very nice, but there is one problem when you reach the last layer of water blocks. Lets say you got a 10x10, 1 block high area full of water. Whenever the pump lowers the overall level of the water to under 1 block, the machine thinks there is actually no block of water at all and stops draining, even though you still have a 10x10 area 90% full of water.
This is the same problem when you try to use a bucket to fill it up with water except that it is now affecting the machine. I gotta say the mere fact that this mod, even unfinished is around is good enough for me, even if this is a permanent issue that couldn't be fixed. I could live with that, but if it is fixable then heck yea.
This is easily one of my favorite mods already and its not even finished. Great work to both of you Keybouncer and 4HeadTiger.
Real life says tuesday at the earliest, sorry.
Defaults of 4 and 8: Ick, change that! Sorry. The version you have has a nasty bug if the distant queue does not get cleaned out every time through (it generates a never-ending backlog). Keep them identical, and put them around 2-3.
The "10x10x1, remove one bucket, no buckets" issue: Known. Sorry. Make a depression in the middle, and pump out of that. No good fix available. For that to be fixed, you'd need a custom pump that knows about this partial 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?
''Make a depression in the middle, and pump out of that.'' Of course lol. Thanks.
This looks pretty sweet man. Actually I wonder if you could help me with a problem I've got in my current mod. Its an airships mod at the moment, but I want to add Boats to it too.
(If you've got 50 seconds)
I think it would be amazing if these crafts could displace water and contract leaks using your fluid engine!
Set the near and far to same, seems to be working MUCH better now. Currently working on an aqueduct system to bring water to my Extreme HIlls Biome home. Love what you guys have made so far.
this sounds amazing! i love realism mods, can't wait to run some tests. i'm currently building a massive private single player modpack. i will report back with any interesting findings...
That would be very cool... though probably complicated
Displacing should be simple enough, just moving blocks from one place to another, maybe breaking them up and spreading them out... shouldn't be too hard (beyond figuring which blocks need to be moved).
Leaking... well, detecting leaks, and shoving blocks through them, should also be quite easy... But my (new) algorithm is multi-threaded, works around some annoying vanilla systems, and can't handle a variable down-vector, so I'm thinking you'd probably need your own blocks and algorithms for handling everything once the liquids made it onto the ship...
Your mod looks amazing btw!
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Is there any chance of this coming to 1.8?
The code of forge for 1.7.10 and the code of forge for 1.8 are very different. It's very unlikely that the devs will have a version for 1.8 soon, seeing as how they are still trying to make the mod compatible with other 1.7 mods, and iron out bugs. However I'm sure they will make one eventually. It's just a matter of time.
What people don't seem to understand(Which drives me, as a small developer, absolutely insane) is that when modders update from 1.x.x to 1.X.X, It's not a simple matter of changing a little code and releasing a new version, with major updates like this we have to literally rewrite a mod from scratch. Even worse, is that when the internal structure and functionality of forge changes, we actually have to LEARN how to mod with the new update, which can take a very long time.
Pretty much this.


1.8 made a looooot of changes.
For most mods, the biggest changes are with regards to the handling of coordinates and metadata. In 1.7, metadata is handled as an integer and x/y/z coordinates are handled as 3 separate integers. In 1.8, metadata uses a custom immutable object called a BlockState, while x/y/z are wrapped in a custom immutable object called BlockPos. Long story short, and a few other things aside; integers and custom immutable objects are incompatible. IIRC, the original version of RFO threw 600-700 errors when I tried loading it up for 1.8
The bad news is that the only worthwhile way of making it work is to rewrite everything.
The good news is that I kept this in mind when I rewrote everything, so updating will be a lot easier
I believe in the Invisible Pink Unicorn, bless her Invisible Pinkness.
Alright, time I try this mod. Throwing it into a modified Revolution 2 pack (SSP), let's see how it goes. Looking forward to building a dam heh!
*Searches thread for recent posts by Keybounce*
Ok, couple questions/notes:
1) Need to change default config UpdateRangeFar/UpdateRangeNear to same value of 2 or 3, all good. Also need to set "/enableflow true" before things start working.
2) Buildcraft pump is only currently working pump, yeah? With a minor issue of not extracting pools if < 1 full bucket of depth where liquid is being extracted (solved easily by making a pocket for the water to run down into). Also could use pistons, that sounds REALLY fun (and cheaper), although I don't know of a block that can/could accept running water flowing into it, so would need a pump anyway...?
3) Latest 4.0 alpha version mentions simple rain - does this mean rain can locally replenish water? So there is no actual need for a reservoir + spiller to make a natural dam construction? If so, then no Keybounce - that wasn't a useless feature, that's cool!
4) Guessing that other mods (I guess it's CCC in the Revolution 2 pack) with finite water setting has no effect when RFO is also installed? I.e. RFO is apathetic for such things? Or does some tricky part of RFO still depend on vanilla's mechanic to auto-replace source water blocks?
Also, this pack has the Streams mod with Realistic Terrain Generation and Climate Control (and seasonal changes from Harder Wildlife), lets see how the rain system works
if you don't mind, come back here to post your results. i am currently putting together a modpack including this combination of mods, as in: RTG, CC, Harder Wildlife, Streams, and also looking to include Realistic Fluids...