A. Detection. a small pool works because it means that a block can look at its neighbors, decide there is enough surrounding water, and start flowing. This is actually where I got the figures from. Looking further away would make water flowing more expensive. There may be ways around this.
B. Chained waterfalls. It is much easier for a waterfall to form an intermediate pool and continue flowing.
The best you can do with adjacency requirements is a 2x2x3, which would allow the middle ones to start flowing. The drawback to that is it becomes easy to drain the top layer of a lake instead of starting a waterfall.
I just realized that elbow pipes should default to pointing down if their is no ground beneath them. This means that you can put out a valve block, then a elbow, and create a faucet, without needing a specific block for it.
I would be much happier if my pipe ended in a faucet/tap/whatever-you-want-to-call-it. It doesn't take any particular effort to add, and is aesthetically pleasing to some.
Also, In regards to people wanting to tell if there was water in a pipe:
What if you could hear the sound of running water coming from the pipes?
They could jitter around and spring random leaks at joints. I think that'll give a delightfully comical appearance to them. Maybe with lesser materials... I bet it would get annoying after a while, especially for someone who takes building their fortress seriously.
I thought of that too, but wouldn't it be troublesome if you had multiple pipes in the same area?
That is where you want to add the windowed pipes, but sound would work fine for single pipes.
Lava in a windowed pipe could be a light source. I can see people lighting up their base's with it.
Quote from Jeffman12 »
Oh, here's a good question, should non-valved pipe ends be capped by default?
No. You should not require a valve to have open pipes. You can manually cap it by placing a block in front of it if you wish, but it should default to open.
If you have lava in your pipes and you went to turn a valve to stop the lava, wouldn't it burn you because copper conducts heat? so you would lose hearts?
Edit: with the new update i thought water could only move 4 squares in any direction to avoid flooding how would pipes work?
If you have lava in your pipes and you went to turn a valve to stop the lava, wouldn't it burn you because copper conducts heat? so you would lose hearts?
Edit: with the new update i thought water could only move 4 squares in any direction to avoid flooding how would pipes work?
See my proposed modification to the water system. People are not really satisfied with the current water anyways.
Did you read my suggestion on how to do it? I am a computer programmer myself, and have implemented a system very similar to the one I suggested, and it is very memory and cpu lite. It corporates the current water, so you can still have the waterfalls and rivers, but it makes pools work better, and the ends of waterfalls and rivers would work alot better.
I challenge you to name one gameplay attribute of the current water my proposed system doesn't do better.
Edit: with the new update i thought water could only move 4 squares in any direction to avoid flooding how would pipes work?
It seems to me that this right here is the whole purpose of the suggestion. Pipes wouldn't make you worry about water being absorbed or evaporated. it's in pipes. it would follow it's own (very simple) fluid rules, and unless your entire world is made of pipes, it can't flood anything.
This would work great with Mystify's system. If a pipe takes liquid from a volumetric block, the volume is drained from it, but if the pipe takes water from a spring block, nothing is drained. This way you can drain off small ponds with ease, or even parts of lakes or oceans should you manage to block them off from the larger body.
Yeah, I wanted to build a dam under water and then drain all the water out from one side. Springs make that neigh impossible. But I think a small amendment to that idea is necessary for what I want to work: There should be a little more volume calculation, for example, the water's volume is determined, and then the volume of the water's destination is determined to be less than, or greater than or equal to the water's volume. First, the free area is counted in size up to one more than the water's volume, if the available size is less than the water's volume, it doesn't remove water from the main body. If the empty volume is equal to, or exceeds, the volume of the water decreases at the source while water is transported to the destination.
Could you rephrase that in a way thats easier to understand? As far as I can tell, you don't want water volume to decrease if the new block doesn't have enough space to hold all of the water in the current block. This doesn't make sense to me.
Also, are you referring to a modification of the current water system, or my proposed alternative?
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Curse PremiumA. Detection. a small pool works because it means that a block can look at its neighbors, decide there is enough surrounding water, and start flowing. This is actually where I got the figures from. Looking further away would make water flowing more expensive. There may be ways around this.
B. Chained waterfalls. It is much easier for a waterfall to form an intermediate pool and continue flowing.
The best you can do with adjacency requirements is a 2x2x3, which would allow the middle ones to start flowing. The drawback to that is it becomes easy to drain the top layer of a lake instead of starting a waterfall.
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Curse PremiumAlso, In regards to people wanting to tell if there was water in a pipe:
What if you could hear the sound of running water coming from the pipes?
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Curse PremiumThat is where you want to add the windowed pipes, but sound would work fine for single pipes.
Lava in a windowed pipe could be a light source. I can see people lighting up their base's with it.
No. You should not require a valve to have open pipes. You can manually cap it by placing a block in front of it if you wish, but it should default to open.
Edit: with the new update i thought water could only move 4 squares in any direction to avoid flooding how would pipes work?
Credit to zaks88
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Curse PremiumSee my proposed modification to the water system. People are not really satisfied with the current water anyways.
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Curse PremiumI challenge you to name one gameplay attribute of the current water my proposed system doesn't do better.
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Retired StaffIt seems to me that this right here is the whole purpose of the suggestion. Pipes wouldn't make you worry about water being absorbed or evaporated. it's in pipes. it would follow it's own (very simple) fluid rules, and unless your entire world is made of pipes, it can't flood anything.
Credit to zaks88
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Curse PremiumAlso, are you referring to a modification of the current water system, or my proposed alternative?