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.
First time when i try it i don't know why lava doesn't flow even if /enableflow is true, now when you tell me to do a quick video i used it again and when i place lava it flows. Well, there are no problem with lava.
EDIT: If you hit escape to pause your client, the render should proceed and show everything.
As for the lava issue: If there are too many chunks to update with fluid, it aborts and moves on. The goal/intention is that it should resume where it left off next time.
Instead, it seems to be starting over from the top.
The result is that if there is too much updating to get to the block you are looking at now, it will not get updated later either, until the amount of updates goes down as water stabilizes / underground caverns fill up.
(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.
I am sorry, I am not able to understand most of what you say here.
The last bit -- 4HeadTiger did the original mod, and his proof of concept is on the first page.
I took that, and did some work on it, and my fork is on curse.
4Head is working on a rewrite that supports real multi-threading, and makes full use of your (puffed-up) cores (*).
The area affected by the mod is in the config file; you can make it a certain range around a person, rather than relying on it being loaded chunks.
(*): "Puffed-up Cores" is a song by Acapella science. The "cores" here is stellar cores, not CPU cores.
(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 am sorry, I am not able to understand most of what you say here.
The last bit -- 4HeadTiger did the original mod, and his proof of concept is on the first page.
I took that, and did some work on it, and my fork is on curse.
4Head is working on a rewrite that supports real multi-threading, and makes full use of your (puffed-up) cores (*).
The area affected by the mod is in the config file; you can make it a certain range around a person, rather than relying on it being loaded chunks.
(*): "Puffed-up Cores" is a song by Acapella science. The "cores" here is stellar cores, not CPU cores.
I apologized for not writing a good explanation, so it can't be helped that you won't able to understand what i am saying.. I dont know how to explain what i am trying to say it.. i am usually bad at explaining. and alright.. i understand that you would reply on a certain range around a person rather than using loaded chunks.. that answered my questions...
and well what i tried to explained is a difference between loaded chunks and a certain range within a person/player... no need to explain further.. my question was answered.. so nvm about my explanation.
(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 remember the old version having pumps (they used colored wool blocks for it). Does this version also have pumps or is it only the water (+ the option to push it with pistons)?
This is only the water and the lava. Keybounce has done an amazing job seriously. His lastest version has everything you need if you are looking for finite fluids, and it has integration with mods such as buildcraft. I've used the buildcraft water pump to pump out water and lava. I've also used steamcraft 2 water pump but I can't remember if it consumes the liquid like buildcraft's does.
I have no complaints from this mod really. I've been to the nether and well lava is finite just like water is on the overworld. I don't have major lag issues, or any lag actually related to this mod.
I'm using it with steam related mods which basically turns water into a precious resource. Best fun I've ever had in modded MC.
EDIT:
Forgot to mention I think there is pressure as well.
This is only the water and the lava. Keybounce has done an amazing job seriously. His lastest version has everything you need if you are looking for finite fluids, and it has integration with mods such as buildcraft. I've used the buildcraft water pump to pump out water and lava. I've also used steamcraft 2 water pump but I can't remember if it consumes the liquid like buildcraft's does.
I have no complaints from this mod really. I've been to the nether and well lava is finite just like water is on the overworld. I don't have major lag issues, or any lag actually related to this mod.
I'm using it with steam related mods which basically turns water into a precious resource. Best fun I've ever had in modded MC.
EDIT:
Forgot to mention I think there is pressure as well.
I'm hosting a server though, so local mods won't work.
What the hell.. I finally tried to get this plugin to run.
Didn't get it to start, then I noticed: It's running on a Minecraft version from 20 ****ing 14 (1.7.10).
I went so far and got Spigot and Craftbukkit 1.7.10 and tried running it in both.
Always the same error:
[21:38:13 INFO]: This server is running CraftBukkit version git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks (MC: 1.7.10) (Implementing API version $
[21:38:14 ERROR]: Could not load 'plugins/RealisticFluids-A5.4-FixedWarnings.jar' in folder 'plugins'
org.bukkit.plugin.InvalidDescriptionException: Invalid plugin.yml
at org.bukkit.plugin.java.JavaPluginLoader.getPluginDescription(JavaPluginLoader.java:150) ~[craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g$
at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:133) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b$
at org.bukkit.craftbukkit.v1_7_R4.CraftServer.loadPlugins(CraftServer.java:364) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b310$
at org.bukkit.craftbukkit.v1_7_R4.CraftServer.<init>(CraftServer.java:326) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks]
at net.minecraft.server.v1_7_R4.PlayerList.<init>(PlayerList.java:68) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks]
at net.minecraft.server.v1_7_R4.DedicatedPlayerList.<init>(SourceFile:14) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks]
at net.minecraft.server.v1_7_R4.DedicatedServer.init(DedicatedServer.java:133) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108$
at net.minecraft.server.v1_7_R4.MinecraftServer.run(MinecraftServer.java:436) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108j$
at net.minecraft.server.v1_7_R4.ThreadServerApplication.run(SourceFile:628) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnk$
Caused by: java.io.FileNotFoundException: Jar does not contain plugin.yml
I play single player lol. I don't know about those other mods, but I'm pretty sure I read someone once say that it works on servers. Don't quote me on that I'm not 100% sure.
Well, I did find out that it uses Forge.. I tried the Forge server and client, but haven't managed to get plugins running yet.
But even if it would work, this plugin is still on Minecraft 1.7.10, a version that is 3 years old now.
Maybe I should start on my own plugin, I've been waiting since 2011 for one like this to get into shape :-/ (There was one called Finitefluids or so in 2011 which worked already pretty great, just the pumps broke and it had performance issues with oceans)
Yea still to this date 1.7.10 is still king. It's the version with the most mods and arguably the most popular. I tried updating to 1.10.2 and lost too many core mods I play with. I mean you can try making your own plug-in, but dealing with water is no easy task. These guys have been at it for years. This thread was made on July 27, 2014 ( 3 years ). I'm sure by the time you are almost done, the version you originally made your mod for might be very outdated.
With newer versions you might need to rewrite most of the code, and the cycle never ends. Lol I'm glad this mod even made it this far. 1.10.2 looks like the next 1.7.10 imo, however up to this point about 50% of the mods we enjoy are still missing such as Hunger Overhaul.
1. This will probably not work correctly on Bukkit. There's a small amount of ASM, so the bytecode being different will break it.
2. The biggest issue for servers is that it runs every tick, and makes a massive amount of block updates each tick. This means that clients get too many block updates, and too much bandwidth.
3. Not only does water flow every tick, but lava flows too quickly also. This makes the nether much more dangerous.
4. It actually tried to reschedule lava flows; this means that in the nether it is wasting a lot of CPU time. Additionally, the nether behavior -- leaving a lot of isolated lava spots with no easy cleanup -- can be considered to break the nether.
5. It doesn't integrate with pumps. A pump can pull a full block of water, but I am not currently implementing the interface that identifies partial blocks of liquid.
I had planned to work on this last weekend. Priorities:
1. The option to choose which, or both, of the liquids you want to flow (default water only, lava would be vanilla)
2. Reduce the frequency to every 5 ticks (matching vanilla's water flow rate), and up the default block count, with an option to ignore any limit.
Reducing the rate of block updates should make this much friendlier to clients; reducing the speed to be closer to vanilla water flow (sadly, this does nothing for the issue of flowing multiple blocks in one update pass) should fix timings and other issues.
3. Either:
a: Research into how 4Head's unfinished rewrite does "save the state of flow and volume with the chunk data", and implementing that, or
b: At chunk load, re-awaken the water at the surface (pools and oceans) to get the flow resumed.
4. Implement that partial block interface for pumps
At that point, it moves to beta, and is ready for serious use *testing* on servers.
NB: There is no compatibility with Hydro's from RoC. There won't be until after I solve the "save flow and volume data across saves". I've come up with an idea to fix it, but it breaks an invariant that the code is currently using.
NB: ** This will Destroy the Underwater Temples in ChromaticCraft. Do Not Use With Chromatic Craft. **
---
I really am not looking forward to rewrites of:
1. Vanilla scheduled tick system only permits 1,000 on-hold scheduled ticks. To deal with an ocean trying to flow? On a server with multiple people? I'm basically going to re-write it with no upper limit.
2. The viscosity / surface tension code. I may have broken something. There's a system that Egypt used to make a "level building surface" -- have water flow around the perimeter, and through the middle. Since the water will be at the same level, this can be used to make a flat ground with the same height everywhere. I want to be able to emulate that, and the current code does not do that. If I broke something, I don't understand the existing code well enough to fix it, which means that making it work requires a complete re-write.
That moves from beta to release.
Longer term:
1. Actually getting water to flow properly requires a two-pass system. First to figure out what will flow where next pass; second to add the new flow in.
2. In theory, this could permit tracking water velocity, which could permit leveling out water faster than the current system does.
3. I want to fix compatibility with the temples. I've got one "workable", but bad, and potentially very expensive potential fix (I won't know until I go to implement it, but basically every single flow has to check for his shield stone in at least three places.). I'm hoping that Reika will consider something on his end for the next version.
(NB: Reika has indicated that an apparent lack of interest in RFO water with his mods is one key issue for whether or not he puts in the time/effort to do this.)
(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 the hell.. I finally tried to get this plugin to run.
It isn't a plug in.
Didn't get it to start, then I noticed: It's running on a Minecraft version from 20 ****ing 14 (1.7.10).
I went so far and got Spigot and Craftbukkit 1.7.10 and tried running it in both.
Always the same error:
[21:38:13 INFO]: This server is running CraftBukkit version git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks (MC: 1.7.10) (Implementing API version $
1.7.9. Not 1.7.10. I'm not sure what's going on with Bukkit there.
[21:38:14 ERROR]: Could not load 'plugins/RealisticFluids-A5.4-FixedWarnings.jar' in folder 'plugins'
org.bukkit.plugin.InvalidDescriptionException: Invalid plugin.yml
Yea, bukkit needs .yml files to describe the bukkit plugins.
If you want to use forge mods on a bukkit-style server, you want something else (I forget the name) that combines forge with bukkit.
But again -- the ASM will fail if the class files are not as expected.
---
I'm hosting a server though, so local mods won't work.
Just means that this mod needs to be on the server and on all of the clients.
===
Plug-ins are *not mods*. They are two completely different types of beasts.
A plug-in cannot define new blocks or items. Mods can.
A plug-in is server-side only. Any changes seen on the client have to be managed 100% on the server. A mod can have both a server-side and a client-side portion; in particular, you can have client-side GUI's on a mod.
Mods are also potential security holes -- you are running code on your machine that was written by a stranger. With no sandbox.
(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?
''5. It doesn't integrate with pumps. A pump can pull a full block of
water, but I am not currently implementing the interface that identifies
partial blocks of liquid''
Well to my defense I was just looking for a mod that had finite lava and water the way this mod does it, so I adjusted my game-play to the things the mod offered just as it came out of the box lol. I had forgotten about this since it has become second nature. I just pump my water and lava from the very bottom and when partial blocks are left I just fix the problem by breaking blocks to consolidate the fluids into as many blocks as possible. The few puddles I can't use I just leave behind lol.
A minor inconvenience at least for me. As far as the nether goes I got other mods to help me with fire damage, so I didn't necessarily see it as broken hehe.
I didn't mean to spread miss-information. I just dealt with it myself a long time ago by changing the way I played, so it seemed normal, because I had forgotten the inconveniences.
@Keybounce In 2011 there already was a server side plugin that had finite water, water pressure and even pumps. It worked pretty well, the only thing that was broken back then was pumps not working after a server restart (And performance issues when you start draining a whole ocean). That's what got me confused, I thought this here would also be a simple plugin you could plug into your server and make it run, instead of a full mod that the server and client would both need.
So looks like the whole concept of a server plugin for finite liquids is gone :-/
Do you mean djson's (spelling) finite water mod? I did not know it had a bukkit plugin version. I did know that it did not work on the ocean, but only on "small enough" patches of water, and I never actually found any documentation on what it did, at best just an "install it into a test world, and play with it, and try to figure it out / reverse engineer it from testing". That's not what I want to do / how I want to decide if I want to play with a mod with such a major effect on the world.
And the last version I saw of that was for 1.5.somthing.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Do you mean djson's (spelling) finite water mod? I did not know it had a bukkit plugin version. I did know that it did not work on the ocean, but only on "small enough" patches of water, and I never actually found any documentation on what it did, at best just an "install it into a test world, and play with it, and try to figure it out / reverse engineer it from testing". That's not what I want to do / how I want to decide if I want to play with a mod with such a major effect on the world.
And the last version I saw of that was for 1.5.somthing.
It worked extremely well, had finite water that flowed around (and dried out if not enough water ran across a too large plane), it had water pressure and the newest addition were pumps (wool blocks that pump water into one direction, you didn't need extra pipe blocks due to water pressure).
I had it running on my server in 2011 (Bukkit) with about 15 players or so. The main problem was that pumps didn't work after a server restart (minor fix I guess, but the developer quit) and oceans had problems with performance. It wasn't as fancy, but it worked in multiplayer without any client side mods.
I've been waiting for years for a mod like this to come again, but it looks like there is none :-/
First time when i try it i don't know why lava doesn't flow even if /enableflow is true, now when you tell me to do a quick video i used it again and when i place lava it flows. Well, there are no problem with lava.
About world render problem, here is a video :
It's lagging because of the world render.
Ahh.
*THAT* world render is a vanilla render issue.
EDIT: If you hit escape to pause your client, the render should proceed and show everything.
As for the lava issue: If there are too many chunks to update with fluid, it aborts and moves on. The goal/intention is that it should resume where it left off next time.
Instead, it seems to be starting over from the top.
The result is that if there is too much updating to get to the block you are looking at now, it will not get updated later either, until the amount of updates goes down as water stabilizes / underground caverns fill up.
Solution: Lower update distance.
* 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 am sorry, I am not able to understand most of what you say here.
The last bit -- 4HeadTiger did the original mod, and his proof of concept is on the first page.
I took that, and did some work on it, and my fork is on curse.
4Head is working on a rewrite that supports real multi-threading, and makes full use of your (puffed-up) cores (*).
The area affected by the mod is in the config file; you can make it a certain range around a person, rather than relying on it being loaded chunks.
(*): "Puffed-up Cores" is a song by Acapella science. The "cores" here is stellar cores, not CPU cores.
* 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?
Hey i couldnt bither to read through 70 pages so i have to ask, can i get the link for the latest verson of this mod? That would be awesome thanks!
Also is this a forge compatable mod?
I apologized for not writing a good explanation, so it can't be helped that you won't able to understand what i am saying.. I dont know how to explain what i am trying to say it.. i am usually bad at explaining. and alright.. i understand that you would reply on a certain range around a person rather than using loaded chunks.. that answered my questions...
and well what i tried to explained is a difference between loaded chunks and a certain range within a person/player... no need to explain further.. my question was answered.. so nvm about my explanation.
There are three different versions of this mod.
The OP has 4HeadTiger's original proof of concept alpha.
Over at http://minecraft.curseforge.com/projects/realistic-fluids-overhaul-compatibility-and is my fork, with compatibility with CofhCore (including RF tech mods) and other mods.
Over at 4Head's bitbucket -- https://bitbucket.org/4HeadTiger/minecraft-finite-fluids-v2.0 -- is his version 2 rewrite, but I do not know what state it is in. His last push was about 5 months ago.
* 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 remember the old version having pumps (they used colored wool blocks for it). Does this version also have pumps or is it only the water (+ the option to push it with pistons)?
This is only the water and the lava. Keybounce has done an amazing job seriously. His lastest version has everything you need if you are looking for finite fluids, and it has integration with mods such as buildcraft. I've used the buildcraft water pump to pump out water and lava. I've also used steamcraft 2 water pump but I can't remember if it consumes the liquid like buildcraft's does.
I have no complaints from this mod really. I've been to the nether and well lava is finite just like water is on the overworld. I don't have major lag issues, or any lag actually related to this mod.
I'm using it with steam related mods which basically turns water into a precious resource. Best fun I've ever had in modded MC.
EDIT:
Forgot to mention I think there is pressure as well.
I'm hosting a server though, so local mods won't work.
Buildcraft and steamcraft are Singeplayer, right?
What the hell.. I finally tried to get this plugin to run.
Didn't get it to start, then I noticed: It's running on a Minecraft version from 20 ****ing 14 (1.7.10).
I went so far and got Spigot and Craftbukkit 1.7.10 and tried running it in both.
Always the same error:
[21:38:13 INFO]: This server is running CraftBukkit version git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks (MC: 1.7.10) (Implementing API version $
[21:38:14 ERROR]: Could not load 'plugins/RealisticFluids-A5.4-FixedWarnings.jar' in folder 'plugins'
org.bukkit.plugin.InvalidDescriptionException: Invalid plugin.yml
at org.bukkit.plugin.java.JavaPluginLoader.getPluginDescription(JavaPluginLoader.java:150) ~[craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g$
at org.bukkit.plugin.SimplePluginManager.loadPlugins(SimplePluginManager.java:133) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b$
at org.bukkit.craftbukkit.v1_7_R4.CraftServer.loadPlugins(CraftServer.java:364) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b310$
at org.bukkit.craftbukkit.v1_7_R4.CraftServer.<init>(CraftServer.java:326) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks]
at net.minecraft.server.v1_7_R4.PlayerList.<init>(PlayerList.java:68) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks]
at net.minecraft.server.v1_7_R4.DedicatedPlayerList.<init>(SourceFile:14) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnks]
at net.minecraft.server.v1_7_R4.DedicatedServer.init(DedicatedServer.java:133) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108$
at net.minecraft.server.v1_7_R4.MinecraftServer.run(MinecraftServer.java:436) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108j$
at net.minecraft.server.v1_7_R4.ThreadServerApplication.run(SourceFile:628) [craftbukkit.jar:git-Bukkit-1.7.9-R0.2-20-g0b2ed13-b3108jnk$
Caused by: java.io.FileNotFoundException: Jar does not contain plugin.yml
Lol.
I play single player lol. I don't know about those other mods, but I'm pretty sure I read someone once say that it works on servers. Don't quote me on that I'm not 100% sure.
Well, I did find out that it uses Forge.. I tried the Forge server and client, but haven't managed to get plugins running yet.
But even if it would work, this plugin is still on Minecraft 1.7.10, a version that is 3 years old now.
Maybe I should start on my own plugin, I've been waiting since 2011 for one like this to get into shape :-/ (There was one called Finitefluids or so in 2011 which worked already pretty great, just the pumps broke and it had performance issues with oceans)
Yea still to this date 1.7.10 is still king. It's the version with the most mods and arguably the most popular. I tried updating to 1.10.2 and lost too many core mods I play with. I mean you can try making your own plug-in, but dealing with water is no easy task. These guys have been at it for years. This thread was made on July 27, 2014 ( 3 years ). I'm sure by the time you are almost done, the version you originally made your mod for might be very outdated.
With newer versions you might need to rewrite most of the code, and the cycle never ends. Lol I'm glad this mod even made it this far. 1.10.2 looks like the next 1.7.10 imo, however up to this point about 50% of the mods we enjoy are still missing such as Hunger Overhaul.
1. This will probably not work correctly on Bukkit. There's a small amount of ASM, so the bytecode being different will break it.
2. The biggest issue for servers is that it runs every tick, and makes a massive amount of block updates each tick. This means that clients get too many block updates, and too much bandwidth.
3. Not only does water flow every tick, but lava flows too quickly also. This makes the nether much more dangerous.
4. It actually tried to reschedule lava flows; this means that in the nether it is wasting a lot of CPU time. Additionally, the nether behavior -- leaving a lot of isolated lava spots with no easy cleanup -- can be considered to break the nether.
5. It doesn't integrate with pumps. A pump can pull a full block of water, but I am not currently implementing the interface that identifies partial blocks of liquid.
I had planned to work on this last weekend. Priorities:
1. The option to choose which, or both, of the liquids you want to flow (default water only, lava would be vanilla)
2. Reduce the frequency to every 5 ticks (matching vanilla's water flow rate), and up the default block count, with an option to ignore any limit.
Reducing the rate of block updates should make this much friendlier to clients; reducing the speed to be closer to vanilla water flow (sadly, this does nothing for the issue of flowing multiple blocks in one update pass) should fix timings and other issues.
3. Either:
a: Research into how 4Head's unfinished rewrite does "save the state of flow and volume with the chunk data", and implementing that, or
b: At chunk load, re-awaken the water at the surface (pools and oceans) to get the flow resumed.
4. Implement that partial block interface for pumps
At that point, it moves to beta, and is ready for serious
use*testing* on servers.NB: There is no compatibility with Hydro's from RoC. There won't be until after I solve the "save flow and volume data across saves". I've come up with an idea to fix it, but it breaks an invariant that the code is currently using.
NB: ** This will Destroy the Underwater Temples in ChromaticCraft. Do Not Use With Chromatic Craft. **
---
I really am not looking forward to rewrites of:
1. Vanilla scheduled tick system only permits 1,000 on-hold scheduled ticks. To deal with an ocean trying to flow? On a server with multiple people? I'm basically going to re-write it with no upper limit.
2. The viscosity / surface tension code. I may have broken something. There's a system that Egypt used to make a "level building surface" -- have water flow around the perimeter, and through the middle. Since the water will be at the same level, this can be used to make a flat ground with the same height everywhere. I want to be able to emulate that, and the current code does not do that. If I broke something, I don't understand the existing code well enough to fix it, which means that making it work requires a complete re-write.
That moves from beta to release.
Longer term:
1. Actually getting water to flow properly requires a two-pass system. First to figure out what will flow where next pass; second to add the new flow in.
2. In theory, this could permit tracking water velocity, which could permit leveling out water faster than the current system does.
3. I want to fix compatibility with the temples. I've got one "workable", but bad, and potentially very expensive potential fix (I won't know until I go to implement it, but basically every single flow has to check for his shield stone in at least three places.). I'm hoping that Reika will consider something on his end for the next version.
(NB: Reika has indicated that an apparent lack of interest in RFO water with his mods is one key issue for whether or not he puts in the time/effort to do this.)
* 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?
It isn't a plug in.
1.7.9. Not 1.7.10. I'm not sure what's going on with Bukkit there.
Yea, bukkit needs .yml files to describe the bukkit plugins.
If you want to use forge mods on a bukkit-style server, you want something else (I forget the name) that combines forge with bukkit.
But again -- the ASM will fail if the class files are not as expected.
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Just means that this mod needs to be on the server and on all of the clients.
===
Plug-ins are *not mods*. They are two completely different types of beasts.
A plug-in cannot define new blocks or items. Mods can.
A plug-in is server-side only. Any changes seen on the client have to be managed 100% on the server. A mod can have both a server-side and a client-side portion; in particular, you can have client-side GUI's on a mod.
Mods are also potential security holes -- you are running code on your machine that was written by a stranger. With no sandbox.
* 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?
''5. It doesn't integrate with pumps. A pump can pull a full block of
water, but I am not currently implementing the interface that identifies
partial blocks of liquid''
Well to my defense I was just looking for a mod that had finite lava and water the way this mod does it, so I adjusted my game-play to the things the mod offered just as it came out of the box lol. I had forgotten about this since it has become second nature. I just pump my water and lava from the very bottom and when partial blocks are left I just fix the problem by breaking blocks to consolidate the fluids into as many blocks as possible. The few puddles I can't use I just leave behind lol.
A minor inconvenience at least for me. As far as the nether goes I got other mods to help me with fire damage, so I didn't necessarily see it as broken hehe.
I didn't mean to spread miss-information. I just dealt with it myself a long time ago by changing the way I played, so it seemed normal, because I had forgotten the inconveniences.
@Keybounce In 2011 there already was a server side plugin that had finite water, water pressure and even pumps. It worked pretty well, the only thing that was broken back then was pumps not working after a server restart (And performance issues when you start draining a whole ocean). That's what got me confused, I thought this here would also be a simple plugin you could plug into your server and make it run, instead of a full mod that the server and client would both need.
So looks like the whole concept of a server plugin for finite liquids is gone :-/
Do you mean djson's (spelling) finite water mod? I did not know it had a bukkit plugin version. I did know that it did not work on the ocean, but only on "small enough" patches of water, and I never actually found any documentation on what it did, at best just an "install it into a test world, and play with it, and try to figure it out / reverse engineer it from testing". That's not what I want to do / how I want to decide if I want to play with a mod with such a major effect on the world.
And the last version I saw of that was for 1.5.somthing.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I think it was this one https://bukkit.org/threads/realfluids.5345/
It worked extremely well, had finite water that flowed around (and dried out if not enough water ran across a too large plane), it had water pressure and the newest addition were pumps (wool blocks that pump water into one direction, you didn't need extra pipe blocks due to water pressure).
I had it running on my server in 2011 (Bukkit) with about 15 players or so. The main problem was that pumps didn't work after a server restart (minor fix I guess, but the developer quit) and oceans had problems with performance. It wasn't as fancy, but it worked in multiplayer without any client side mods.
I've been waiting for years for a mod like this to come again, but it looks like there is none :-/