I am personally against ocean blocks. Finite water is a very good idea. Digging caves and accidentally striking ocean would, they way it's described, completely flood the entire cave with no way to prevent the flood. In online, griefers will do that to every cave. I would rather sacrifice realism for the sake of game-play.
I suppose a way to stop griefing with the ocean block would be to stop ocean from flowing above sea level, or not being able to place it above sea level. even better, it could become salt above sea level!
This would stop any problems above water, but I'm not really sure what to do with underground caves
Alright, I am sorry if someone has said this, but my eyes hurt from trying to distinguish sentences from other sentences in the above posts.
To stop griefing:
1) Ocean blocks cannot be picked up. They can only give out Source Blocks. This is already in the OP.
2) When Ocean blocks enter a 1x1 space, meaning 2 dimensional hole either up or to one side, it can only spawn a flow, not a source. This means that two or more Ocean blocks need to be placed (spawned) beside each other to flood somewhere. Obviously, this will mean that servers have to watch out who gets what blocks, and possibly need to find a way to blacklist anyone from spawning an Ocean block.
3) Above sea level, no Ocean block may spawn or be placed. If one is attempted, it becomes a Source Block, and harvestable salt drops out of the block ONCE.
Now for some of my own, mostly original ideas.
1) If you break a single Ocean block off so it is above the rest of the Ocean (or at least far enough away it cannot reach even with a flow), the block turns to salt.
What this means is that water blocks cannot be taken from a single Ocean Block. They must either be carted in to the area from the Ocean. However, I don't think this should replace Infinite Sources.
2) Waves. This has been suggested before, but I came across an idea someone else had (can't remember specifically who), where a flow would go up. Well, a wave would be one of these upward flows jumping one block, and then going a massive amount away until it reaches a shore.
2.5) Waves hitting a stone beach (yes, they do spawn), should, over time, leave a salt block that can be broken and harvested.
If I have any more ideas, or if someone thinks I stole one (I didn't, but is may look like I did), I'll reply back eventually.
I encountered similar problems while trying to figure out how tides would work.
I eventually settled on using a system similar to a redstone wire system. "Ocean" blocks are "on" and "water" blocks are "off". So, the problem became what is the "power" source? I called it a "tide stone". Any "water" block in "circuit" with the "tide stone" became an "ocean" block.
"Water" acts the like water does now, where "ocean" blocks act like water from Creative mode.
And to prevent world flooding I decided "ocean" blocks could not exist above sea level.
Rollback Post to RevisionRollBack
This...all of this...is just....wonky!
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