Basically, when it rains, any SOURCE BLOCK of water that the rain can touch would flow an extra block, and any source block of lava would flow one less block. I.E. Water would flow 8 blocks and lava would flow 2.
How to do This
This could use the same code as fish probability does: If the block of water can be struck by lightning, then you will be more likely to catch fish than if lightning can not strike it.(http://www.minecraft...g#Catching_Fish) So, using this, it can be made so that any source block of water that can be struck by lightning will flow farther, with the opposite effect for lava.
Effects
This would add a bit of realism to the game, and also be able to be used for redstone rain detectors and the effect of flooding when it rains (If the player places water in the right spot).
It should also have a flooding efect. Any source block of water will spawn a block above it that acts as a temporary source block that will NOT spawn another above it, so the water flows one block higher than normal. This temporary source block dissapears after it stops raining.
That would definitely add more realism to minecraft, but infinite water is not real, so if this was added, finite water would be a good companion.
Finite water would always be good. Minecraft could really benefit from a better water physics engine, like in Terraria where it behaves like real water.
I cleaned up the post a bit. Also, if you have an idea, please make your own thread, I personally don't think that rising water is a good idea.
But syncing water behavior was always a problem in that game.... hence the old infinite water generator in MP mode. But like dynamic lighting, your dealing with a much greater number of variables that have to translated and then handled in block values.
Basically, when it rains, any SOURCE BLOCK of water that the rain can touch would flow an extra block, and any source block of lava would flow one less block. I.E. Water would flow 8 blocks and lava would flow 2.
This could use the same code as fish probability does: If the block of water can be struck by lightning, then you will be more likely to catch fish than if lightning can not strike it.(http://www.minecraft...g#Catching_Fish) So, using this, it can be made so that any source block of water that can be struck by lightning will flow farther, with the opposite effect for lava.
This would add a bit of realism to the game, and also be able to be used for redstone rain detectors and the effect of flooding when it rains (If the player places water in the right spot).
http://www.minecraftforum.net/topic/1401777-earn-a-good-or-evil-reputation-with-the-villagers/
Click here if you support more interaction with the Villagers!
Finite water would always be good. Minecraft could really benefit from a better water physics engine, like in Terraria where it behaves like real water.
But syncing water behavior was always a problem in that game.... hence the old infinite water generator in MP mode. But like dynamic lighting, your dealing with a much greater number of variables that have to translated and then handled in block values.