Method:
1.) On map\chunk generation, any waterfall >5 squares in single-drop vertical height flows normally (or calculates flow), then digs out one square down for the length of the flow.
2.) On map\chunk generation, for each 5 squares vertical height for any drop, it digs out 2 blocks in spherical radius. This would create scalloped cliffs, pools, etc... The bigger the falls, the larger the impact on the surrounding terrain.
Notes
I specify map\chunk gen to prevent water drills and what not. Plus folks can simply make this cool stuff if they want by hand, but the idea of to present explorers with something else awesome.
Falls can still have multiple drops, and the rules would still work out. The order of flow\erosion could have an impact of drops close to 5 squares, since the first drop could reduce the following drop by one if erosion is calculated once the water actually hits. If the water just flows, then erodes, this wouldn't be an issue. Either way would work out though.
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"If you demand realism, then why are you playing a game? Go outside." -Movajo
But there should be a limit to how many blocks can get eroded. I don't wanna wake up and see a bottomless pit of water.
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"War does not determine who is right. Only who is left."
"Everyone is entitled to be stupid, but some abuse the privilege."
"How people treat you is their karma; how you react is yours." http://www.witty-quotes.com/
I totally agree with this idea. If not the exact mechanics, the concept at least. It is something I've thought of myself.
Natural waterfalls in game often are just spilling out on to the ground, for example, rather than creating a pool below them, as they should. I think naturally occurring rivers/streams should be 'dug' dug down a block (or randomly more than one block).
And yeah, it needs to be a mechanic of the world generator, not a real-time occurrence in game, for many reasons.
Idk if you know but this idea has already been posted and further elaborated in another thread.
The least you can do is either link those threads or quote them [of course with the authors permission] so this is not one of those generic threads that just get on people's nerves, but a thread that is a collaboration of ideas.
A solution to people not wanting their crops or destroy their dirt floors in their buildings would be to make it only able to erode dirt, sand, and cobblestone. Smoothstone would not be destroyed.
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Dragons need to be implemented. No arguments.
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Mimic waterfall erosion
Method:
1.) On map\chunk generation, any waterfall >5 squares in single-drop vertical height flows normally (or calculates flow), then digs out one square down for the length of the flow.
2.) On map\chunk generation, for each 5 squares vertical height for any drop, it digs out 2 blocks in spherical radius. This would create scalloped cliffs, pools, etc... The bigger the falls, the larger the impact on the surrounding terrain.
Notes
I specify map\chunk gen to prevent water drills and what not. Plus folks can simply make this cool stuff if they want by hand, but the idea of to present explorers with something else awesome.
Falls can still have multiple drops, and the rules would still work out. The order of flow\erosion could have an impact of drops close to 5 squares, since the first drop could reduce the following drop by one if erosion is calculated once the water actually hits. If the water just flows, then erodes, this wouldn't be an issue. Either way would work out though.
But there should be a limit to how many blocks can get eroded. I don't wanna wake up and see a bottomless pit of water.
"War does not determine who is right. Only who is left."
"Everyone is entitled to be stupid, but some abuse the privilege."
"How people treat you is their karma; how you react is yours."
http://www.witty-quotes.com/
Natural waterfalls in game often are just spilling out on to the ground, for example, rather than creating a pool below them, as they should. I think naturally occurring rivers/streams should be 'dug' dug down a block (or randomly more than one block).
And yeah, it needs to be a mechanic of the world generator, not a real-time occurrence in game, for many reasons.
The least you can do is either link those threads or quote them [of course with the authors permission] so this is not one of those generic threads that just get on people's nerves, but a thread that is a collaboration of ideas.
Support!
Dragons need to be implemented. No arguments.