Does this work with Hippoplatimus' World Generator Mod? (It lets you choose from various worldgen configs on starting a world, like Nether on Earth, the-whole-world-is-one-biome, Silver_Weasel's wasteland mod, etc.) Now that I'm no longer using MCExtended and I can load my saves in MCEdit again, I'm thinking about trying this mod again... assuming it doesn't overload terrain.png (EvilMinecraft and Aether are my only other terrainsprite-adding mods, and I want to leave ~15 slots for whatever Notch adds in 1.8).
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
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Completely vanilla meaning you didn't install Modloader and/or PropertyReader 1.40?
no, I installed them :smile.gif: but I did figure out what was wrong. I had a different version of modloader, and when I unzipped the newer one... It just added the files to the old folder... It was a duh moment.
one question tho...
Is there a "how to" for this stuff... like how to start a pump.. or recipes?
If you save your world to another place (Desktop, for example) and use MCEdit to replace whatever ID this mod uses for water and lava to the normal water and lava, then you can reinstall Minecraft and put the save back into that minecraft.
So MCEdit is capable of replacing all of one type of block ID in a world with another? I didn't know that was possible with it. I use WorldEdit, not MCedit haha.
Since you are rewriting the code from scratch could you put an option to limit the amount of fluid calculations per frame? I have a good computer but Minecraft is still brought to a standstill when massive cave floods occur. Some way to balance the calculations over time would be nice.
It seems so obvious when someone else says it. I don't know why anyone has brought that up.
Totally. Wonderful idea, I've already added it to the new finite liquid.
Now I'm going to have to take it one step further and figure out how to prioritize the way it updates. For example:
Say the limit for updates in one from was 30. Once the amount of updates in one frame passes 15, it will only update blocks that are trying to do big changes. (a full block next to a medium block, empty block, etc).
If I can get that working and set the threshold right, people might not even notice.
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Btw, so far the performance on the rewrite seems a lot faster. I've tried several new techniques to reduce the amount of blocks that get updated.
And now with the technique you mentioned finiteliquid shouldn't even lag at all because it will hit the threshold, it will just appear choppy in some areas (instead of your framerate getting choppy).
You've helped solve a big problem.
Could not agree more. Having all those awesome mods together without incompatibilities would be great.
I'm interested, but I don't quite understand the concept yet. Is it like a new open source modloader?
Does this work with modloader or is it a replacement?
---
I've made some more progress, woo.
After doing some stress tests by making an infinite stream of liquid... I was pleasantly surprised. With the new optimizations and rewritten liquid code the FPS stayed above 70 at all times.
As you can see from the graph, it makes minecraft a tad choppy, but from what I've seen so far it's a lot less than before. You can maintain a decent framerate.
And I haven't even written the ocean water code yet, so the new water would just sit on top of the old water and a huge puddle emerged that spread pretty far out. Each new water droplet had to cycle through the huge puddle to find a good spot. With proper ocean code these huge puddles wouldn't happen and the FPS would improve significantly.
Keep in mind that I can average 200 FPS in vanilla minecraft with nothing going on.
Upon further review, I can hardly even notice a FPS drop at all when playing with smaller sized ponds.
I've also been doing several tests to make sure no water is lost when moving it around.
I hope all of this stays nice, fast and accurate as I continue onward.
Some of you will be way too excited to find out about what else I've added today. I figured out how to give my water the correct water texture from the texturepack. No more ugly, unanimated water. I'm still working on getting the 'flowing' animation to trigger, and the texture to be rotated the right way. I may delay these subtle touches for a later release.
I ported in my pipe / pump code and the visual code for the water. I decided I didn't want to rewrite those bits, they were written well enough to use.
So far I haven't noticed anything wrong with them at all surprisingly. And they seem to move the water even faster, though that's probably just because the water moves way faster than before.
Oh yeah, I also had to rewrite the 'grab' code again. I didn't have it right this time around and had to figure it out four different times before I actually figured it out.
So now the water will 'grab' water tiles near it as it falls down a hill. This makes the water stick together for the most part instead of only falling if there is an air tile next to it.
Also, if the grab code fails to produce results at the end, I added a 'tryToSave' function. This is to prevent gaps in a moving stream. If water has moved and at the end of the line it was going to set it to air, it will check around the block to see if it can grab one value off of its neighbor. This will cause the water to stick together.
Still tons of stuff to do, but I'm a lot closer now. It's starting to come together.
Edit -- I got it to drop to 55 fps when I put an infinite stream high up in a tree, it had so many paths to go that that area is basically flooded. When the fps drops, so does the amount of calculations to compensate. So the liquid looks frozen but will continue calculating when it can. I'm still making adjustments
I'm interested, but I don't quite understand the concept yet. Is it like a new open source modloader?
Does this work with modloader or is it a replacement?
It's in addition to modloader. The goal is to prevent needing to modify base classes as much as possible. There's a few modified classes (I don't know the list offhand, but dk.class is one iirc) that both it and your mod have in common - I'd suggest talking to eloraam and SpaceToad in the forge thread about what kind of changes you need to make in those classes, they seem to be interested in adding hooks that other mods need.
There's a significant number of mods using the forge API now; compatibility with it is as such pretty important now.
Is this compatible with the red-power mod? I will more than for sure download this if it is, heck, il download it anyway and just put in on another JAR, but seriously, i hope that this is.
I have one problem, this is not a regular texture problem, but if i run the mod with any texture pack, it will lag more than you could imagine, (like 2 fps) and i will get the saving chunks error, I have ran into this problem with all texture packs, ranging from 16x16, to 64x64. Il add my favorite HD patcher and see if that fixes it.
@djoslin
Cool beans. I got the idea from Terraria's fluid behaviour.
Lava doesn't currently generate as full blocks, meaning that there is a lot less lava in the world than there should be once it all settles. Could you fix this in the new version?
(Also, preserve vanilla waterfalls in terrain generation.)
It's in addition to modloader. The goal is to prevent needing to modify base classes as much as possible. There's a few modified classes (I don't know the list offhand, but dk.class is one iirc) that both it and your mod have in common - I'd suggest talking to eloraam and SpaceToad in the forge thread about what kind of changes you need to make in those classes, they seem to be interested in adding hooks that other mods need.
There's a significant number of mods using the forge API now; compatibility with it is as such pretty important now.
I have one problem, this is not a regular texture problem, but if i run the mod with any texture pack, it will lag more than you could imagine, (like 2 fps) and i will get the saving chunks error, I have ran into this problem with all texture packs, ranging from 16x16, to 64x64. Il add my favorite HD patcher and see if that fixes it.
Hey, I Found a glitch. When you throw blocks into normal lava, they bounce back up again for a second on fire, but when you throw things into finite lava, it just disappears. Please fix. Otherwise, Awesome Mod!!!!
Lava doesn't currently generate as full blocks, meaning that there is a lot less lava in the world than there should be once it all settles. Could you fix this in the new version?
(Also, preserve vanilla waterfalls in terrain generation.)
link: http://www.minecraftforum.net/topic/514000-api-minecraft-forge/
Fun Fact: In reality, oil is actually a renewable resource =D
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"Urist McWackoMcGoose cancels Mod Minecraft: Discovered Dwarf Fortress"
Ancient sig archive:
Paper Minecraft: Legend of the Music Discs... is on hiatus until I get a new high-end gaming laptop! Episode 2-4: watch?v=Lk4TjTnUJYU
I think it's safe to assume that any mod messing with the world gen code is incompatible.
Mostly moved on. May check back a few times a year.
no, I installed them :smile.gif: but I did figure out what was wrong. I had a different version of modloader, and when I unzipped the newer one... It just added the files to the old folder... It was a duh moment.
one question tho...
Is there a "how to" for this stuff... like how to start a pump.. or recipes?
http://imgs.xkcd.com/comics/frame.jpg
The video is outdated but also helps.
Mostly moved on. May check back a few times a year.
So MCEdit is capable of replacing all of one type of block ID in a world with another? I didn't know that was possible with it. I use WorldEdit, not MCedit haha.
++++++ :happy.gif:
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It seems so obvious when someone else says it. I don't know why anyone has brought that up.
Totally. Wonderful idea, I've already added it to the new finite liquid.
Now I'm going to have to take it one step further and figure out how to prioritize the way it updates. For example:
Say the limit for updates in one from was 30. Once the amount of updates in one frame passes 15, it will only update blocks that are trying to do big changes. (a full block next to a medium block, empty block, etc).
If I can get that working and set the threshold right, people might not even notice.
-------
Btw, so far the performance on the rewrite seems a lot faster. I've tried several new techniques to reduce the amount of blocks that get updated.
And now with the technique you mentioned finiteliquid shouldn't even lag at all because it will hit the threshold, it will just appear choppy in some areas (instead of your framerate getting choppy).
You've helped solve a big problem.
Could not agree more. Having all those awesome mods together without incompatibilities would be great.
I'm interested, but I don't quite understand the concept yet. Is it like a new open source modloader?
Does this work with modloader or is it a replacement?
---
I've made some more progress, woo.
After doing some stress tests by making an infinite stream of liquid... I was pleasantly surprised. With the new optimizations and rewritten liquid code the FPS stayed above 70 at all times.
As you can see from the graph, it makes minecraft a tad choppy, but from what I've seen so far it's a lot less than before. You can maintain a decent framerate.
And I haven't even written the ocean water code yet, so the new water would just sit on top of the old water and a huge puddle emerged that spread pretty far out. Each new water droplet had to cycle through the huge puddle to find a good spot. With proper ocean code these huge puddles wouldn't happen and the FPS would improve significantly.
Keep in mind that I can average 200 FPS in vanilla minecraft with nothing going on.
Upon further review, I can hardly even notice a FPS drop at all when playing with smaller sized ponds.
I've also been doing several tests to make sure no water is lost when moving it around.
I hope all of this stays nice, fast and accurate as I continue onward.
Some of you will be way too excited to find out about what else I've added today. I figured out how to give my water the correct water texture from the texturepack. No more ugly, unanimated water. I'm still working on getting the 'flowing' animation to trigger, and the texture to be rotated the right way. I may delay these subtle touches for a later release.
I ported in my pipe / pump code and the visual code for the water. I decided I didn't want to rewrite those bits, they were written well enough to use.
So far I haven't noticed anything wrong with them at all surprisingly. And they seem to move the water even faster, though that's probably just because the water moves way faster than before.
Oh yeah, I also had to rewrite the 'grab' code again. I didn't have it right this time around and had to figure it out four different times before I actually figured it out.
So now the water will 'grab' water tiles near it as it falls down a hill. This makes the water stick together for the most part instead of only falling if there is an air tile next to it.
Also, if the grab code fails to produce results at the end, I added a 'tryToSave' function. This is to prevent gaps in a moving stream. If water has moved and at the end of the line it was going to set it to air, it will check around the block to see if it can grab one value off of its neighbor. This will cause the water to stick together.
Still tons of stuff to do, but I'm a lot closer now. It's starting to come together.
Edit -- I got it to drop to 55 fps when I put an infinite stream high up in a tree, it had so many paths to go that that area is basically flooded. When the fps drops, so does the amount of calculations to compensate. So the liquid looks frozen but will continue calculating when it can. I'm still making adjustments
It's in addition to modloader. The goal is to prevent needing to modify base classes as much as possible. There's a few modified classes (I don't know the list offhand, but dk.class is one iirc) that both it and your mod have in common - I'd suggest talking to eloraam and SpaceToad in the forge thread about what kind of changes you need to make in those classes, they seem to be interested in adding hooks that other mods need.
There's a significant number of mods using the forge API now; compatibility with it is as such pretty important now.
INFORMATION WANTS TO BE WRONG
Cool beans. I got the idea from Terraria's fluid behaviour.
Lava doesn't currently generate as full blocks, meaning that there is a lot less lava in the world than there should be once it all settles. Could you fix this in the new version?
(Also, preserve vanilla waterfalls in terrain generation.)
Mostly moved on. May check back a few times a year.
Interesting, I'll look into it I suppose.
I've heard patchers can fix that problem.
---------
New video up demonstrating a WIP v5
Any comment on this:
?
Mostly moved on. May check back a few times a year.