Wanted: Someone that can mod 1.7.10's limit on scheduled block ticks. Right now, it is capped at something like 1000 blocks, and I'd like to see that go up to 60K+.
(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 forgive my newness, but what necessitates raising the limit of scheduled block ticks per update? Is there any reason processing can't occur under the current limitation?
(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 current vanilla system limits the scheduled blocks to something like 1000 blocks a tick.
This can trivially exceed 30,000 blocks at a time (a ravine under the ocean).
IIRC Finite Liquid just sort of "procedurally" processed fluids probably because of that limitation. Perhaps we may have to stick to that until a better way is found?
It's reaching the limit of that system; heck, it's really past the limit of that system.
There's no way to mimic the timing of vanilla water (a water block takes an update 5 ticks later). Even if you go for "tick all the water every 5th tick", doing it properly would require saying "I'll flow X units into that block, so set up a 'fill later' notice"; then, after flowing all the blocks, go back and add the 'fill later' amounts into them. As it is, you can flow water multiple blocks in a single tick if you flow them in the right direction.
With lava, it's worse -- not only is flowing lava in the nether far more dangerous because it flows multiple blocks in 1 tick instead of 10 ticks per, the whole issue of having to say "Reschedule them for later, it's too early to do them now" is it's own PITA. It's responsible for the horrible flow lag in the nether.
The variable-timing nature of the scheduler -- originally implemented as preventing lag -- makes it harder. At the least, I'll be switching it to fixed 5-ticks, rather than variable ticks and trying to guess when to go (testing shows it is definitely doing every tick).
And, the speed of flow -- it's painfully slow for things to drain at every tick, and if I slow water down to every 5th tick it will really slow down. It's possible to improve that -- it's not hard to flow two blocks in a line as a "speed up the leveling process" if there is already water there (so it's a viscosity effect, not a surface tension effect). I need to rewrite that because I don't understand it, and it's not leveling water, and if I want to fix it so that it will make level water, I need to understand what I'm looking at.
Basically, to deal with different blocks (water and lava) having different update rates, I have to do something that's really similar to scheduled ticks; to get water/lava that flows into new blocks at the same speed as vanilla, I have to re-implement the scheduled block tick system.
So rather than that, how about fixing a system that assumed nothing heavier than some redstone circuits?
(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?
Hey, Dwarf Fortress is supposed to be about ironic adjectives, like "Fun" :-).
well, it could also be *idea* meaning an idea of superior quality
i had a lot of FUN www.dwarffortresswiki.org/index.php/DF2014:FUN in DF, but no !FUN! yet.
(!THING! means the Thing is on fire.)
maybe you can add a config where anyone can decide on how to use your mod.. in my case, i would use lava and water with realistic fluid overhaul.. so i will get them from infinite source (like ocean or ocean of lava but they are not affected by your mod).. so i pour either water or lava in a hole which I dug. They would be affected by your mod.. so you dont have to worry about trying to fix your mod to work with ocean.. which has huge amount of block (water) same for lava. even i am quite surprised that you said 30,000 a tick.. maybe beyond.. thats insane.. that would be too much.
so for now, why not keep it simple, so go smaller rather than go big. u know what i mean? not sure if you would know what i am saying.
water that got picked by bucket, fluid duct (other mods) or disperse/dropper can be affected by your mod.. maybe make your work easier for now.. until you can figure it out how to improve the mod handing the amount of water in a certain size of the land.. or ocean.
well i hope you understand the idea. So i am really looking forward to using this mod in far future.
maybe you can add a config where anyone can decide on how to use your mod.. in my case, i would use lava and water with realistic fluid overhaul.. so i will get them from infinite source (like ocean or ocean of lava but they are not affected by your mod).. so i pour either water or lava in a hole which I dug. They would be affected by your mod.. so you dont have to worry about trying to fix your mod to work with ocean.. which has huge amount of block (water) same for lava. even i am quite surprised that you said 30,000 a tick.. maybe beyond.. thats insane.. that would be too much.
so for now, why not keep it simple, so go smaller rather than go big. u know what i mean? not sure if you would know what i am saying.
water that got picked by bucket, fluid duct (other mods) or disperse/dropper can be affected by your mod.. maybe make your work easier for now.. until you can figure it out how to improve the mod handing the amount of water in a certain size of the land.. or ocean.
well i hope you understand the idea. So i am really looking forward to using this mod in far future.
+1
Rollback Post to RevisionRollBack
Whomsoever takes up this mod shall wield power eternal.
I might be new to this stuff, but how do I get the mod into minecraft? I downloaded the files from GitHub and installed Forge, but if I place the folder in Mods it won't start
oh.. the files from github is not exactly the ideal to get from... because if this file you got from github is not in jar.. but if i recall that files is composed into a file called "Jar" which has coding and stuff... then you got the wrong file... this is the correct link to download the jar :-> Correct download link
that link is found Under the title "DOWNLOAD". and the files from github is for modder who knows the coding and computer stuff related to java codes. once you got the jar file from the link naming "FiniteFluids 1.7.10 Concept Mod.jar".. put it in the mod folder.. thats all.
if you have any problem, please let me know. i hope this should help you with your problem.. and in future, if you want to use another mod and install into your minecraft, make sure it has the end of name with "jar".... like this mod.jar
it can be any mods.. but files from github like i said is a open source for programer, modder, and the people who know the codes wanted to know the code of that mod or tweaking or stuff.
Hey I have a pretty large on-going bundle of mods (60~) that I'm using on my 1.7.10 plays but I feel like the finite liquids physics could be a really neat addition. But as I said it's hard to balance all those mods without breaking everything so as this mod particularly isn't fully fleshed out yet would you recommend me against throwing it into the mix and in the middle of my pre-existing world?
I'm using this mod with 40 mods, It works with liquids from other mods like biomes o' plenty. But there are a problem in this mod, world render is so slow.
water that got picked by bucket, fluid duct (other mods) or disperse/dropper can be affected by your mod.. maybe make your work easier for now.. until you can figure it out how to improve the mod handing the amount of water in a certain size of the land.. or ocean.
Not possible, sorry. There is not a difference between block 9 in the ocean, and block 9 placed by a bucket.
oh.. the files from github is not exactly the ideal to get from... because if this file you got from github is not in jar.. but if i recall that files is composed into a file called "Jar" which has coding and stuff... then you got the wrong file... this is the correct link to download the jar :-> Correct download link
that link is found Under the title "DOWNLOAD". and the files from github is for modder who knows the coding and computer stuff related to java codes. once you got the jar file from the link naming "FiniteFluids 1.7.10 Concept Mod.jar".. put it in the mod folder.. thats all.
Hey I have a pretty large on-going bundle of mods (60~) that I'm using on my 1.7.10 plays but I feel like the finite liquids physics could be a really neat addition. But as I said it's hard to balance all those mods without breaking everything so as this mod particularly isn't fully fleshed out yet would you recommend me against throwing it into the mix and in the middle of my pre-existing world?
The basic question: What do you currently have that assumes infinite water? What do you currently have that really wants full lava buckets?
The better observation: Non-full blocks cannot currently be picked up by forge compliant pumps; I have found the interface that I need to implement, and should support pumps picking up partial blocks soon enough. Rain will refill rivers and oceans. Lava, because picking up one bucket makes the entire top layer basically unusable, is the real key problem -- wait until I can give you a version where water is flowing, and lava is vanilla.
Now, the only real balancing issue that I know of is "Streams". Streams will generate those rivers with water sources; I do my best to suck up the excess. (I even have code in there to destroy small excess of vanilla water on top of mod water, just for this mod. It is designed to only destroy small excesses, not large ones, on the assumption that large excess vanilla water on top of mod water is intentional.) Unfortunately, I have seen some broken Stream heads, where the "top" of the stream isn't sealed in and water just floods out.
As for adding it to an existing world: Try it. See how it works. The worst that can happen, if you later remove it: Your under-water caves will have water at the bottoms, and your "ocean" will eventually have uneven surfaces where it went 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?
really? its not possible? if you wanted to make ocean or 9 blocks by buckets or river... to where a person (a player) is standing.. if you are planning to make the area to be affected by your mod with a radius (my guess would be 100 block or more) as far as we could see. it could depends on video setting we have settled up to see how far we can see.. in my case, i have 16 chunk (far).. so the area where i am standing with a radius of 16 chunk would be affected by your mod..
is this correct? if i am wrong.. please let me know. i am quite wondering how are you going to make this mod would render these water and lava in the area that any player would play. especially in a server where there will be multiplayer which can give the server a load of rendering.. which is the problem. so sometime you may have to consider the limitation to help reduce the load of rendering on server... server are not easy... but a client / singeplayer world is another thing. but i read your information on curse that i can see that its rendering.. up to 9-11 blocks water / lava to be affected by your mod..
well. i thought that the download link i have provided is from your first page.. guess your link is better than mine.. can't be help. I didn't know your mod was on curse.
Yes.
===
Wanted: Someone that can mod 1.7.10's limit on scheduled block ticks. Right now, it is capped at something like 1000 blocks, and I'd like to see that go up to 60K+.
* 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 forgive my newness, but what necessitates raising the limit of scheduled block ticks per update? Is there any reason processing can't occur under the current limitation?
The current vanilla system limits the scheduled blocks to something like 1000 blocks a tick.
This can trivially exceed 30,000 blocks at a time (a ravine under the ocean).
* 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 SOOOO good, good job man!
IIRC Finite Liquid just sort of "procedurally" processed fluids probably because of that limitation. Perhaps we may have to stick to that until a better way is found?
It's reaching the limit of that system; heck, it's really past the limit of that system.
There's no way to mimic the timing of vanilla water (a water block takes an update 5 ticks later). Even if you go for "tick all the water every 5th tick", doing it properly would require saying "I'll flow X units into that block, so set up a 'fill later' notice"; then, after flowing all the blocks, go back and add the 'fill later' amounts into them. As it is, you can flow water multiple blocks in a single tick if you flow them in the right direction.
With lava, it's worse -- not only is flowing lava in the nether far more dangerous because it flows multiple blocks in 1 tick instead of 10 ticks per, the whole issue of having to say "Reschedule them for later, it's too early to do them now" is it's own PITA. It's responsible for the horrible flow lag in the nether.
The variable-timing nature of the scheduler -- originally implemented as preventing lag -- makes it harder. At the least, I'll be switching it to fixed 5-ticks, rather than variable ticks and trying to guess when to go (testing shows it is definitely doing every tick).
And, the speed of flow -- it's painfully slow for things to drain at every tick, and if I slow water down to every 5th tick it will really slow down. It's possible to improve that -- it's not hard to flow two blocks in a line as a "speed up the leveling process" if there is already water there (so it's a viscosity effect, not a surface tension effect). I need to rewrite that because I don't understand it, and it's not leveling water, and if I want to fix it so that it will make level water, I need to understand what I'm looking at.
Basically, to deal with different blocks (water and lava) having different update rates, I have to do something that's really similar to scheduled ticks; to get water/lava that flows into new blocks at the same speed as vanilla, I have to re-implement the scheduled block tick system.
So rather than that, how about fixing a system that assumed nothing heavier than some redstone circuits?
* 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?
maybe a temporary config to just disable lava flow and keep the water?
... you mean, vanilla lava, and flowing water?
...
That's a *wonderful* idea.
* 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 that a reference to http://dwarffortresswiki.org/index.php/DF2014:Item_quality ?
Nope. Let me check that link.
Hey, Dwarf Fortress is supposed to be about ironic adjectives, like "Fun" :-).
* 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?
well, it could also be *idea* meaning an idea of superior quality
i had a lot of FUN www.dwarffortresswiki.org/index.php/DF2014:FUN in DF, but no !FUN! yet.
(!THING! means the Thing is on fire.)
maybe you can add a config where anyone can decide on how to use your mod.. in my case, i would use lava and water with realistic fluid overhaul.. so i will get them from infinite source (like ocean or ocean of lava but they are not affected by your mod).. so i pour either water or lava in a hole which I dug. They would be affected by your mod.. so you dont have to worry about trying to fix your mod to work with ocean.. which has huge amount of block (water) same for lava. even i am quite surprised that you said 30,000 a tick.. maybe beyond.. thats insane.. that would be too much.
so for now, why not keep it simple, so go smaller rather than go big. u know what i mean? not sure if you would know what i am saying.
water that got picked by bucket, fluid duct (other mods) or disperse/dropper can be affected by your mod.. maybe make your work easier for now.. until you can figure it out how to improve the mod handing the amount of water in a certain size of the land.. or ocean.
well i hope you understand the idea. So i am really looking forward to using this mod in far future.
+1
There is a problem in Alpha 5.4, Lava doesn't flow even if /enableflow is true.
oh.. the files from github is not exactly the ideal to get from... because if this file you got from github is not in jar.. but if i recall that files is composed into a file called "Jar" which has coding and stuff... then you got the wrong file... this is the correct link to download the jar :-> Correct download link
that link is found Under the title "DOWNLOAD". and the files from github is for modder who knows the coding and computer stuff related to java codes. once you got the jar file from the link naming "FiniteFluids 1.7.10 Concept Mod.jar".. put it in the mod folder.. thats all.
if you have any problem, please let me know. i hope this should help you with your problem.. and in future, if you want to use another mod and install into your minecraft, make sure it has the end of name with "jar".... like this mod.jar
it can be any mods.. but files from github like i said is a open source for programer, modder, and the people who know the codes wanted to know the code of that mod or tweaking or stuff.
Anyone have world render problem with this mod?
Hey I have a pretty large on-going bundle of mods (60~) that I'm using on my 1.7.10 plays but I feel like the finite liquids physics could be a really neat addition. But as I said it's hard to balance all those mods without breaking everything so as this mod particularly isn't fully fleshed out yet would you recommend me against throwing it into the mix and in the middle of my pre-existing world?
I'm using this mod with 40 mods, It works with liquids from other mods like biomes o' plenty. But there are a problem in this mod, world render is so slow.
Catching up.
Not possible, sorry. There is not a difference between block 9 in the ocean, and block 9 placed by a bucket.
What? ... I know it works in the dev environment, and I thought I tested the compiled jar before I uploaded it.
Do a quick test: make a superflat world, get a lava bucket from the creative menu, and place it on the ground. Does it flow?
That is 4Head's original version of this mod.
If you want my fork, go to https://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and
The high rate of block updates will be an issue.
How much of a render problem do you have?
The basic question: What do you currently have that assumes infinite water? What do you currently have that really wants full lava buckets?
The better observation: Non-full blocks cannot currently be picked up by forge compliant pumps; I have found the interface that I need to implement, and should support pumps picking up partial blocks soon enough. Rain will refill rivers and oceans. Lava, because picking up one bucket makes the entire top layer basically unusable, is the real key problem -- wait until I can give you a version where water is flowing, and lava is vanilla.
Now, the only real balancing issue that I know of is "Streams". Streams will generate those rivers with water sources; I do my best to suck up the excess. (I even have code in there to destroy small excess of vanilla water on top of mod water, just for this mod. It is designed to only destroy small excesses, not large ones, on the assumption that large excess vanilla water on top of mod water is intentional.) Unfortunately, I have seen some broken Stream heads, where the "top" of the stream isn't sealed in and water just floods out.
As for adding it to an existing world: Try it. See how it works. The worst that can happen, if you later remove it: Your under-water caves will have water at the bottoms, and your "ocean" will eventually have uneven surfaces where it went 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?
really? its not possible? if you wanted to make ocean or 9 blocks by buckets or river... to where a person (a player) is standing.. if you are planning to make the area to be affected by your mod with a radius (my guess would be 100 block or more) as far as we could see. it could depends on video setting we have settled up to see how far we can see.. in my case, i have 16 chunk (far).. so the area where i am standing with a radius of 16 chunk would be affected by your mod..
is this correct? if i am wrong.. please let me know. i am quite wondering how are you going to make this mod would render these water and lava in the area that any player would play. especially in a server where there will be multiplayer which can give the server a load of rendering.. which is the problem. so sometime you may have to consider the limitation to help reduce the load of rendering on server... server are not easy... but a client / singeplayer world is another thing. but i read your information on curse that i can see that its rendering.. up to 9-11 blocks water / lava to be affected by your mod..
well. i thought that the download link i have provided is from your first page.. guess your link is better than mine.. can't be help. I didn't know your mod was on curse.