(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 have checked out 4Head's Rfo2 repository. Unfortuantely, it (the repository) was built from inside src, not from the root -- so all of the top level stuff, including at least build.gradle, is not there.
Has anyone actually built rfo2? Can anyone provide me with the stuff that is missing?
Now to see how rfo2 tracks the extra chunk data (fluid levels, what needs to be updated in the future, etc), and see if I can extract that for rff.
(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?
Rfo2 is currently (as far as I know) a source-only mod located on bitbucket.
I was NOT thinking of a Dementor whose mind was frazzled, but the image is a great one.
As for playability / fps, 1.10.2 is far worse than 1.7.10 for me. 1.7.10 has fastcraft, and 1.10.2 has "nothing yet". (Well, sort-of. There's a memory reducer / object de-duplicator, that helps if you are limited by the garbage collector, but frankly G1GC makes that moot in java 8 if you have enough memory in the first place.)
Updating this to 1.10.2? Source is on github. Other than needing to change x/y/z's to BlockPos when you interface with minecraft code (getBlock and setBlock, and a few other places), and updating to new method names, I'm not sure what else would need to be done. The ASM for making doors and trapdoors through block updates would need to be replaced or discarded, and the only other issue is whether or not the ASM that replaces entries 8-11 in the block table is still valid or needs to be updated.
I'm almost ready to bite the bullet and re-write the vanilla scheduled tick system. I got a look at the code (forge decompiles vanilla, so I could read it), and ... OMG. I get that it was Notch learning Java, but seriously, that needed to be ripped out and replaced. It's not just that it puts a limit of 1000 block ticks per game tick, but what it actually does is closer to "Lets look at the first 1000. Have any of them reached their time yet? No? Ok, add them back to the list for the future".
So, if you had 40,000 blocks on the list to be updated, and they update every 5 ticks, that's not just a case of raising the number per tick to 8000 (a simple enough change, if you have an ASM framework to work with), because you'll look at 8000, find that none of them are ready that tick, put all 8000 back onto two hash sets (yes, they are added to and removed from two hash sets while waiting, plus put onto a third hash set for this tick's processing).
Considering that I've realized my current problem in the nether is just the constant re-queueing of lava blocks for later processing, as soon as I realized that this is *exactly what the vanilla code is doing* made me cringe.
(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?
Ok, so I had a chance to look over the vanilla code with someone else. Turns out that I missed something critical -- the code is actually using a sorted hash, with the sort being a combination of tick time and priority as a tie breaker. So if it decides that "this item is not ready to go yet", it knows that there is nothing past that that is ready to go either.
No where near as bad as I thought.
More to the point, I _could_ just do a "Tom Leher" style "research" and just copy the vanilla code. Clean it up a bit in the process. Would not be nearly as bad as I thought. Reika gave me a walk-through of what would be needed to do to ASM the "1000" to something bigger ... sheesh, now I see why he did such a large support library for ASM'ing into DragonAPI. Truthfully, if I did not already have an ASM patching system here, I would not even consider it.
===
This mod currently breaks Chromatic Craft, by flooding the underwater temples. I did come up with a way to work around it, but it would slow down every check for water flow (bad). A simpler way would be if Reika were to add a "staircase" at the entrance of the temple arms, that just dug a little hole in the ground outside the temple, so the water would not flow in. He is resistant to this for two reasons, both good: first, it would actually reduce the temples slightly (fewer places to spawn), and second, and more importantly: he doesn't think that many people would want to use both this and ChromaticCraft.
If you are someone that wants to use this and Chromatic Craft, please let Reika know in his thread, and maybe he will add in a water hump or staircase to new temple generation. (He already has something to stop vanilla water flow, but that only takes a one block dip just inside the temple arm opening.)
(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 sorta understand what your getting at with limits in the tick system. You may just have to accept random temporal dispersion as water blocks are randomly selected and allowed to update, its really by statistics and averages every block will get a change, eventually. If you want all of the world generated and saved to update in short-time, welcome to the world of (worse than) O(n^3), the limits put forth in a finite, chunk-based, world with limited system memory and cpu, and constrained further by unoptimal minecraft java code, will forever be in your face.
You might want to sidestep storing water block metadata within the minecraft system, store it in a separate 3d datastructure, and link with the world by reference "water block" in the minecraft game that service as a pointers in surroundings and visual effects. Then you can focus on optimal sorting and updating trees for what water blocks you know you can control and only worry about how it links in the minecraft world when it's time to verify or update water blocks.
Alternatively everything i just said you know and realizing there is no easy solution for water simulation in minecraft.
Right now the water data is separate from the meta data. The meta data is only updated to give information for rendering.
The exception is if the chunk in question has no water data; then the water data is built from the block meta data.
And, there is code to make sure the two stay in sync. ** But they don't! **.
It has driven me crazy. I discovered that division in Java is ... icky. It was not designed by anyone who understood math. I've already fixed what I've been doing once, and it's still not enough.
---
Forge has a finite fluid, and a block representation class for that. I have seriously considered doing a simple subclass (to let 0 be the source blocks, like vanilla, counting the "missing slices"; forge's class uses 8 for source blocks, and counts "full slices"), and just sticking that in as the replacement water block.
Equally, it's not that hard (*) to ASM the block limit up to 32767 instead of 1000.
Between those two, it might be a simpler way to get finite, flowing water and lava.
With the warning that forge fluids really don't do a decent job of spreading out.
===
I can't really say that RL has been in the way. Well, I could, but the truth is more things like "too many forums" (need a webcomic for that :-) and "Not a villain" (http://navcomic.com/welcome-new-readers/)
(*): At least, not once someone (Reika) that knows how to do ASM walked me through what is involved.
(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 have checked out 4Head's Rfo2 repository. Unfortuantely, it (the repository) was built from inside src, not from the root -- so all of the top level stuff, including at least build.gradle, is not there.
Has anyone actually built rfo2? Can anyone provide me with the stuff that is missing?
Now to see how rfo2 tracks the extra chunk data (fluid levels, what needs to be updated in the future, etc), and see if I can extract that for rff.
I managed to get it to build a while ago, I can probably hunt up the source and settings I used. It took a bit of effort the first time. I can also provide a prebuilt version to anybody interested. It runs pretty well, although having it multithread on SMP makes it deadlock once in a while.
(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 actually isn't too big a deal, assuming you get decent fluid performance out of a single thread. Even my old phenom-ii manages to have the water flow at a reasonable speed with only one worker thread.
(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?
And, "compatible with"? What do you want it to do? (very serious question here).
I've been looking at the stream mod. If I was designing a simulator for fluids in a world I'd have certain bodies of water that I just considered big enough to be self sustaining- enough rain is going to fall on the ocean so someone taking a few buckets out wouldn't be worth a calculation. Rivers, I'd assume that there was enough water running in from rain and groundwater to feed it. I might simulate that by creating 'super source blocks' that you could keep drawing from that fed out X amount of water per tick into a river. You could pick up a bucket from them, but not pick the 'source' up. Then you have the Streams stuff- currents, better, more logical paths for water to find the ocean, signs of erosion (particularly in soft materials), then when you get down to a configurable sized pool start having more realistic physics, where taking water out impacts the water level. You might even calibrate that based on general water tables and materials. Water might slowly seep through sand, for instance, filling up holes that are lower than the local water table.
It's not hard for me to convert streams blocks into normal water blocks. The hard part was actually NOT doing that.
Tracing the stream "upstream" to find the source blocks? That's hard. Easier would be learning enough scala to figure out how to post an event bus message for "Stream Source Block placed", and then use that to convert the source block and all downstream blocks.
The water cycle -- rainfall, etc -- is, well, not really hard or impossible. Just enough special cases to worry about.
Erosion? I've been giving a fair amount of thought to it. I think I can do it; whether or not it would be good to do is something else. Essentially, given time, it would wipe the grass/dirt/sand out and carve paths down to the stone for any method I managed to come up with, which might not be a good idea for a long-term server.
Coding on this has been a very low priority for me for a long time now. I'd love to help someone else get up to speed. I'm seriously thinking of (when I do get back into coding) making this into three parts: 1, a core mod to raise the number of scheduled block ticks per tick (vanilla limits it to 1000 blocks per tick, which is too little, until 1.12); 2, a mod to define a forge-fluid-block class that is compatible with vanilla water (0 = source, rather than the 7=source of the normal forge fluid class); 3, a mod to improve forge fluids (last time I played with them, they would not actually level out -- they stayed as a hill). Then, re-implement this in terms of that, and gain massive compatibility with other forge fluids all at once. Plus, it solves the "save the internal state with the chunk data when a chunk unloads" problem that is currently the biggest serious problem this mod has. (I have yet to find any tutorial on writing data out with a chunk, and the example-less API that I found made no sense to me.). Not to mention solving the flow-speed problem, etc.
Other ideas to consider:
1. If a block is "almost" full, make it full. So, if you take a bucket of water out of a large enough pond/ocean, the water will eventually go "full" again (ditto for an ocean draining into a crevice).
And ...
2. Figure out some way to deal with twilight forest's water level (swamps are not the same as everything else, so if I refill the normal biomes, I ruin swamps).
3. Figure out why the rainfall code currently over-fills the ground (bleep bleep bleep)
4. Absorption of "ledge water" that sits around; draining out "tiny bits" of surplus on top of oceans.
Actually tracking water tables? Just no. Far too much to deal with.
(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?
as much as corrosion is realism, i don't want it in MC either, because it ruins worlds.
on idea 1 what's the exact numbers between an endless watermass and a physical then?
if i build a dam and have a lake, they should eventually empty when water is taken from them, but if there's a small pond, they shouldnt. maybe i built a system that is supposed to be sensitive to small changes of waterlevel and this would break it: if it's a huge dam and there's some kind of controlled overflow prevention system.
1. If a block is "almost" full, make it full. So, if you take a bucket of water out of a large enough pond/ocean, the water will eventually go "full" again (ditto for an ocean draining into a crevice).
The idea is that if a water block is close enough (numbers unknown, needs testing; perhaps 99%) to full, make it full.
If you have a 100 block large lake, and take out a bucket, you'll first have blocks around 50% full, and as they fill in from others, blocks will get closer and closer to "full". At some point, you'll be close enough to "full" that the blocks are just put back to "full", and that bucket that you took will have had no effect if you don't take it too fast.
On the other hand, a very rapid pump will take water out so fast that it will not recover, and you will drain it.
So what amount is "close enough"? How big should a body of water be before a bucket is too tiny to notice?
(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?
So what amount is "close enough"? How big should a body of water be before a bucket is too tiny to notice?
that's the tricky question...
can you make it so it checks if the block has been near full for a longer period before filling it? so only if yit ahs been like 10 or 30 seconds, it will fill, so if you really jsut take one bucket from the lake, it refills, but if you try to take 32 buckets from it, it doesnt refill yet.
I did NOT know about that one. Only DJoslin's (checked spelling) and this one.
* 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?
Resuming work on realistic fluids fork.
I have checked out 4Head's Rfo2 repository. Unfortuantely, it (the repository) was built from inside src, not from the root -- so all of the top level stuff, including at least build.gradle, is not there.
Has anyone actually built rfo2? Can anyone provide me with the stuff that is missing?
Now to see how rfo2 tracks the extra chunk data (fluid levels, what needs to be updated in the future, etc), and see if I can extract that for rff.
* 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?
... asm ... mind frazzled ... dementors ... need chocolate ...
* 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?
Mind frazzled dementors need chocolate? Seems like a charity case for people who really like uphill battles.
Rfo2 is currently (as far as I know) a source-only mod located on bitbucket.
I was NOT thinking of a Dementor whose mind was frazzled, but the image is a great one.
As for playability / fps, 1.10.2 is far worse than 1.7.10 for me. 1.7.10 has fastcraft, and 1.10.2 has "nothing yet". (Well, sort-of. There's a memory reducer / object de-duplicator, that helps if you are limited by the garbage collector, but frankly G1GC makes that moot in java 8 if you have enough memory in the first place.)
Updating this to 1.10.2? Source is on github. Other than needing to change x/y/z's to BlockPos when you interface with minecraft code (getBlock and setBlock, and a few other places), and updating to new method names, I'm not sure what else would need to be done. The ASM for making doors and trapdoors through block updates would need to be replaced or discarded, and the only other issue is whether or not the ASM that replaces entries 8-11 in the block table is still valid or needs to be updated.
I'm almost ready to bite the bullet and re-write the vanilla scheduled tick system. I got a look at the code (forge decompiles vanilla, so I could read it), and ... OMG. I get that it was Notch learning Java, but seriously, that needed to be ripped out and replaced. It's not just that it puts a limit of 1000 block ticks per game tick, but what it actually does is closer to "Lets look at the first 1000. Have any of them reached their time yet? No? Ok, add them back to the list for the future".
So, if you had 40,000 blocks on the list to be updated, and they update every 5 ticks, that's not just a case of raising the number per tick to 8000 (a simple enough change, if you have an ASM framework to work with), because you'll look at 8000, find that none of them are ready that tick, put all 8000 back onto two hash sets (yes, they are added to and removed from two hash sets while waiting, plus put onto a third hash set for this tick's processing).
Considering that I've realized my current problem in the nether is just the constant re-queueing of lava blocks for later processing, as soon as I realized that this is *exactly what the vanilla code is doing* made me cringe.
* 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?
Ok, so I had a chance to look over the vanilla code with someone else. Turns out that I missed something critical -- the code is actually using a sorted hash, with the sort being a combination of tick time and priority as a tie breaker. So if it decides that "this item is not ready to go yet", it knows that there is nothing past that that is ready to go either.
No where near as bad as I thought.
More to the point, I _could_ just do a "Tom Leher" style "research" and just copy the vanilla code. Clean it up a bit in the process. Would not be nearly as bad as I thought. Reika gave me a walk-through of what would be needed to do to ASM the "1000" to something bigger ... sheesh, now I see why he did such a large support library for ASM'ing into DragonAPI. Truthfully, if I did not already have an ASM patching system here, I would not even consider it.
===
This mod currently breaks Chromatic Craft, by flooding the underwater temples. I did come up with a way to work around it, but it would slow down every check for water flow (bad). A simpler way would be if Reika were to add a "staircase" at the entrance of the temple arms, that just dug a little hole in the ground outside the temple, so the water would not flow in. He is resistant to this for two reasons, both good: first, it would actually reduce the temples slightly (fewer places to spawn), and second, and more importantly: he doesn't think that many people would want to use both this and ChromaticCraft.
If you are someone that wants to use this and Chromatic Craft, please let Reika know in his thread, and maybe he will add in a water hump or staircase to new temple generation. (He already has something to stop vanilla water flow, but that only takes a one block dip just inside the temple arm opening.)
* 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?
Has any progress been made? The slowness of this thread is starting to scare me.
I sorta understand what your getting at with limits in the tick system. You may just have to accept random temporal dispersion as water blocks are randomly selected and allowed to update, its really by statistics and averages every block will get a change, eventually. If you want all of the world generated and saved to update in short-time, welcome to the world of (worse than) O(n^3), the limits put forth in a finite, chunk-based, world with limited system memory and cpu, and constrained further by unoptimal minecraft java code, will forever be in your face.
You might want to sidestep storing water block metadata within the minecraft system, store it in a separate 3d datastructure, and link with the world by reference "water block" in the minecraft game that service as a pointers in surroundings and visual effects. Then you can focus on optimal sorting and updating trees for what water blocks you know you can control and only worry about how it links in the minecraft world when it's time to verify or update water blocks.
Alternatively everything i just said you know and realizing there is no easy solution for water simulation in minecraft.
Right now the water data is separate from the meta data. The meta data is only updated to give information for rendering.
The exception is if the chunk in question has no water data; then the water data is built from the block meta data.
And, there is code to make sure the two stay in sync. ** But they don't! **.
It has driven me crazy. I discovered that division in Java is ... icky. It was not designed by anyone who understood math. I've already fixed what I've been doing once, and it's still not enough.
---
Forge has a finite fluid, and a block representation class for that. I have seriously considered doing a simple subclass (to let 0 be the source blocks, like vanilla, counting the "missing slices"; forge's class uses 8 for source blocks, and counts "full slices"), and just sticking that in as the replacement water block.
Equally, it's not that hard (*) to ASM the block limit up to 32767 instead of 1000.
Between those two, it might be a simpler way to get finite, flowing water and lava.
With the warning that forge fluids really don't do a decent job of spreading out.
===
I can't really say that RL has been in the way. Well, I could, but the truth is more things like "too many forums" (need a webcomic for that :-) and "Not a villain" (http://navcomic.com/welcome-new-readers/)
(*): At least, not once someone (Reika) that knows how to do ASM walked me through what is involved.
* 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 managed to get it to build a while ago, I can probably hunt up the source and settings I used. It took a bit of effort the first time. I can also provide a prebuilt version to anybody interested. It runs pretty well, although having it multithread on SMP makes it deadlock once in a while.
Deadlock? Seriously?
That kinda kills SMP pretty badly.
* 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 actually isn't too big a deal, assuming you get decent fluid performance out of a single thread. Even my old phenom-ii manages to have the water flow at a reasonable speed with only one worker thread.
Since I cannot figure out how to talk to someone through BitBucket:
Dark Enchanter, you forked the old bit bucket repository. I switched to using GitHub because of problems with the BitBucket UI.
Please do work from https://github.com/keybounce/Finite-Fluids
Also, Java 8 should work; I switched to 8 from 7 a while back.
EDIT: 9 months since I pushed anything?!?
* 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 love this mod!
Boot Device Not Found
Please install a operating system on your hard disk.
Hard Disk (#####)
F2 System Diagnostics
For more information, please visit:
No.
And, "compatible with"? What do you want it to do? (very serious question here).
* 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've been looking at the stream mod. If I was designing a simulator for fluids in a world I'd have certain bodies of water that I just considered big enough to be self sustaining- enough rain is going to fall on the ocean so someone taking a few buckets out wouldn't be worth a calculation. Rivers, I'd assume that there was enough water running in from rain and groundwater to feed it. I might simulate that by creating 'super source blocks' that you could keep drawing from that fed out X amount of water per tick into a river. You could pick up a bucket from them, but not pick the 'source' up. Then you have the Streams stuff- currents, better, more logical paths for water to find the ocean, signs of erosion (particularly in soft materials), then when you get down to a configurable sized pool start having more realistic physics, where taking water out impacts the water level. You might even calibrate that based on general water tables and materials. Water might slowly seep through sand, for instance, filling up holes that are lower than the local water table.
It's not hard for me to convert streams blocks into normal water blocks. The hard part was actually NOT doing that.
Tracing the stream "upstream" to find the source blocks? That's hard. Easier would be learning enough scala to figure out how to post an event bus message for "Stream Source Block placed", and then use that to convert the source block and all downstream blocks.
The water cycle -- rainfall, etc -- is, well, not really hard or impossible. Just enough special cases to worry about.
Erosion? I've been giving a fair amount of thought to it. I think I can do it; whether or not it would be good to do is something else. Essentially, given time, it would wipe the grass/dirt/sand out and carve paths down to the stone for any method I managed to come up with, which might not be a good idea for a long-term server.
Coding on this has been a very low priority for me for a long time now. I'd love to help someone else get up to speed. I'm seriously thinking of (when I do get back into coding) making this into three parts: 1, a core mod to raise the number of scheduled block ticks per tick (vanilla limits it to 1000 blocks per tick, which is too little, until 1.12); 2, a mod to define a forge-fluid-block class that is compatible with vanilla water (0 = source, rather than the 7=source of the normal forge fluid class); 3, a mod to improve forge fluids (last time I played with them, they would not actually level out -- they stayed as a hill). Then, re-implement this in terms of that, and gain massive compatibility with other forge fluids all at once. Plus, it solves the "save the internal state with the chunk data when a chunk unloads" problem that is currently the biggest serious problem this mod has. (I have yet to find any tutorial on writing data out with a chunk, and the example-less API that I found made no sense to me.). Not to mention solving the flow-speed problem, etc.
Other ideas to consider:
1. If a block is "almost" full, make it full. So, if you take a bucket of water out of a large enough pond/ocean, the water will eventually go "full" again (ditto for an ocean draining into a crevice).
And ...
2. Figure out some way to deal with twilight forest's water level (swamps are not the same as everything else, so if I refill the normal biomes, I ruin swamps).
3. Figure out why the rainfall code currently over-fills the ground (bleep bleep bleep)
4. Absorption of "ledge water" that sits around; draining out "tiny bits" of surplus on top of oceans.
Actually tracking water tables? Just no. Far too much to deal with.
* 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?
as much as corrosion is realism, i don't want it in MC either, because it ruins worlds.
on idea 1 what's the exact numbers between an endless watermass and a physical then?
if i build a dam and have a lake, they should eventually empty when water is taken from them, but if there's a small pond, they shouldnt. maybe i built a system that is supposed to be sensitive to small changes of waterlevel and this would break it: if it's a huge dam and there's some kind of controlled overflow prevention system.
The idea is that if a water block is close enough (numbers unknown, needs testing; perhaps 99%) to full, make it full.
If you have a 100 block large lake, and take out a bucket, you'll first have blocks around 50% full, and as they fill in from others, blocks will get closer and closer to "full". At some point, you'll be close enough to "full" that the blocks are just put back to "full", and that bucket that you took will have had no effect if you don't take it too fast.
On the other hand, a very rapid pump will take water out so fast that it will not recover, and you will drain it.
So what amount is "close enough"? How big should a body of water be before a bucket is too tiny to notice?
* 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?
that's the tricky question...
can you make it so it checks if the block has been near full for a longer period before filling it? so only if yit ahs been like 10 or 30 seconds, it will fill, so if you really jsut take one bucket from the lake, it refills, but if you try to take 32 buckets from it, it doesnt refill yet.