First of all, I know there are mods for this, do not say "there's a mod for that" because even if I were to install that mod I couldn't use it on a server, could I? Just so you know, fluids does not mean liquids, a liquid is a fluid, but a fluid is not always a liquid. A fluid is defined as a liquid OR gas, basically anything that changes its shape to match its container and/or flows down hill. This means I'm not just talking about water and lava, but air also. This would allow wind, which could cause waves, which could fuse together into massive rouge waves (technically a rogue waves is defined as a wave that is twice the size of surrounding waves) (it is not a tsunami (which is essentially a plataue of water usually caused by a sudden mov,net of the underwater terrain, but not a wave)) (man why do I have to tell people every "cool" fact I have in my mind?) (https://en.wikipedia.org/wiki/Rogue_wave).
I'm getting ahead of myself, a few of my readers probably don't even know what I'm talking about. I'm talking about realistic water, lava, and air. For example, if you have a 2x2 hole in the ground amd you put one bucket of water in it, each block would be 1/4 full. If you put another in than it would become 1/2 full. If you had a 4x4 hole, with a volume of 16 meters cubed, and you put one square meter of water in (basically 1 bucket of water) then it would be, you guessed it: 1/16 full, or 1 pixel deep.
Rather than using water source blocks as already used by minecraft, minecraft would use layers of water, put a water bucket in a enclosed area and it will first flow downhill, then once is cant flow downhill any more it will expand, cover as much ground as possible,
Another thing that exists in real life is ground water (NO WAY!!!) and evaporation (REALLY!!!???). Water in minecraft when left sitting exposed, will slowly disappear, partly in the blocks around it (like when you have farmland next to water the farmland gets moist, although in this case the water would go away as it moistens) and partly as evaporation. For now let's focuse on the groundwater.
Every block would have a "water capacity," soil would have a high water capacity, maybe 5 levels of water capacity. Let me explain, farmland has 3 levels of water capacity, not moist, mount and very moist, each one with a slightly diferent texture. Dirt would be the same, the more moist grass becomes, the greener the green part becomes and the darker the brown dirt part becomes.
Evaporation is simple, the water disappears, as more and more water disappears the higher chance for it to rain. Simple as that
Here's something some smart people might have said a long time ago: but what if you have a hole with over 16 meters squared are at the bottom? As I said before, in a 4x4 hole each with 1 cubic meter of water in it the depth would be 1 pixel deep (ignoring the fact that the water is actually 14 total pixels because part of what I'm suggesting is to make one bucket 16 layers). Question: What if there was a 5x5 hole? Answer: well, water molecules attract other molecules, if you get a perfectly flat plane and poor water on it the water will clump up, it won't evenly distribute itself across the infinite amount or area. This is because of the surface tension. This can be seen in various images here: https://www.google.com/search?q=spilled water&client=safari&hl=en&source=lnms&tbm=isch&sa=X&ei=daTKUeWDFcPlyAH8q4HoDw&ved=0CAkQ_AUoAA&biw=768&bih=900#
Ok, I have to admit, that's all I got. Thanks for your time
Sorry, but that would absolutely butcher liquids. That evaporation thing would be horrible, because any open pool you create for any useful reason would eventually just vanish. I don't understand how any of this would be good ideas, as they just overcomplicate things in the end with nearly no benefit.
Never, ever, ever suggest something for sole sake of realism in Minecraft. Give us a reason to want it.
I'm going to have to go with a no here. WIthout going into too much detail, the amount of block updates per chunk would be stifling. I have a quad core processor and I'm worried that performance would hit a brick wall, additionally, it would destroy a lot of current constructions.
Let's take this for example -
amount of added variables:
max water saturation (how much water a block can hold from 0 to 16) 4b
current water saturation (how much water a block currently holds) 4b
Osmotic Currency (how well does the block contain the water, how freely does it leech to another?) 4b
Water level (how large is the source block from 1 to 16) 4b
Cloud Density (how much water the clouds have) 16b
Precipitation Index (how much water it takes for the cloud to burst open and rain) 16b
Since this must be controlled and accrued per block per chunk (including air), assuming that we only tracked saturation, OC, and water level: each chunk would add 131KB of variables to run per update. At 11 chunks x 11 chunks, this is 15MB of additional calculations, each of which buggier than the last. This would be crippling to servers and would fly backwards from their marked goal of "more efficient".
This seems like it belongs in TerraFirmaCraft, where everything is annoyingly realistic (different types of stone, etc)
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I'm going to have to go with a no here. WIthout going into too much detail, the amount of block updates per chunk would be stifling. I have a quad core processor and I'm worried that performance would hit a brick wall, additionally, it would destroy a lot of current constructions.
Let's take this for example -
amount of added variables:
max water saturation (how much water a block can hold from 0 to 16) 4b
current water saturation (how much water a block currently holds) 4b
Osmotic Currency (how well does the block contain the water, how freely does it leech to another?) 4b
Water level (how large is the source block from 1 to 16) 4b
Cloud Density (how much water the clouds have) 16b
Precipitation Index (how much water it takes for the cloud to burst open and rain) 16b
Since this must be controlled and accrued per block per chunk (including air), assuming that we only tracked saturation, OC, and water level: each chunk would add 131KB of variables to run per update. At 11 chunks x 11 chunks, this is 15MB of additional calculations, each of which buggier than the last. This would be crippling to servers and would fly backwards from their marked goal of "more efficient".
I find it funny that you find that "not going into much detail".
Sorry, but that would absolutely butcher liquids. That evaporation thing would be horrible, because any open pool you create for any useful reason would eventually just vanish.
Nonsense! Rain and rivers/oceans could easily be used to refill pools. This would be an awesome feature, much needed.
Rain and rivers/oceans could easily be used to refill pools.
The river water wouldn't be infinite either. You'd eventually either run that out in a big project, or you'd have issues making it flow once the levels start to equalize given you're flowing it into a build. At the end of the day as it stands in OP's mind now, the end result would be massive lag when dealing with fluids in loaded chunks, and effectively it would just mean your water is getting taken from where you need it and distributed in small 1-pixel-deep puddles all over the world when its raining.
I'm up for a revamped fluid system if something good and implementable comes along, but as it stands now there are too many performance and practicality kinks to work out with everything else I've ever seen suggested.
I'm getting ahead of myself, a few of my readers probably don't even know what I'm talking about. I'm talking about realistic water, lava, and air. For example, if you have a 2x2 hole in the ground amd you put one bucket of water in it, each block would be 1/4 full. If you put another in than it would become 1/2 full. If you had a 4x4 hole, with a volume of 16 meters cubed, and you put one square meter of water in (basically 1 bucket of water) then it would be, you guessed it: 1/16 full, or 1 pixel deep.
Rather than using water source blocks as already used by minecraft, minecraft would use layers of water, put a water bucket in a enclosed area and it will first flow downhill, then once is cant flow downhill any more it will expand, cover as much ground as possible,
Another thing that exists in real life is ground water (NO WAY!!!) and evaporation (REALLY!!!???). Water in minecraft when left sitting exposed, will slowly disappear, partly in the blocks around it (like when you have farmland next to water the farmland gets moist, although in this case the water would go away as it moistens) and partly as evaporation. For now let's focuse on the groundwater.
Every block would have a "water capacity," soil would have a high water capacity, maybe 5 levels of water capacity. Let me explain, farmland has 3 levels of water capacity, not moist, mount and very moist, each one with a slightly diferent texture. Dirt would be the same, the more moist grass becomes, the greener the green part becomes and the darker the brown dirt part becomes.
Evaporation is simple, the water disappears, as more and more water disappears the higher chance for it to rain. Simple as that
Here's something some smart people might have said a long time ago: but what if you have a hole with over 16 meters squared are at the bottom? As I said before, in a 4x4 hole each with 1 cubic meter of water in it the depth would be 1 pixel deep (ignoring the fact that the water is actually 14 total pixels because part of what I'm suggesting is to make one bucket 16 layers). Question: What if there was a 5x5 hole? Answer: well, water molecules attract other molecules, if you get a perfectly flat plane and poor water on it the water will clump up, it won't evenly distribute itself across the infinite amount or area. This is because of the surface tension. This can be seen in various images here: https://www.google.com/search?q=spilled water&client=safari&hl=en&source=lnms&tbm=isch&sa=X&ei=daTKUeWDFcPlyAH8q4HoDw&ved=0CAkQ_AUoAA&biw=768&bih=900#
Ok, I have to admit, that's all I got. Thanks for your time
Never, ever, ever suggest something for sole sake of realism in Minecraft. Give us a reason to want it.
Eh agreed with this.
Let's take this for example -
amount of added variables:
max water saturation (how much water a block can hold from 0 to 16) 4b
current water saturation (how much water a block currently holds) 4b
Osmotic Currency (how well does the block contain the water, how freely does it leech to another?) 4b
Water level (how large is the source block from 1 to 16) 4b
Cloud Density (how much water the clouds have) 16b
Precipitation Index (how much water it takes for the cloud to burst open and rain) 16b
Since this must be controlled and accrued per block per chunk (including air), assuming that we only tracked saturation, OC, and water level: each chunk would add 131KB of variables to run per update. At 11 chunks x 11 chunks, this is 15MB of additional calculations, each of which buggier than the last. This would be crippling to servers and would fly backwards from their marked goal of "more efficient".
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I find it funny that you find that "not going into much detail".
Please read these two threads:
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/2572194-please-read-this-before-making-a-suggestion-v2-0
http://www.minecraftforum.net/forums/minecraft-discussion/suggestions/44180-for-the-critics-ftc
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Also, here is an awesome suggestion I had: http://www.minecraftforum.net/topic/1745550-biome-effects/
Nonsense! Rain and rivers/oceans could easily be used to refill pools. This would be an awesome feature, much needed.
The river water wouldn't be infinite either. You'd eventually either run that out in a big project, or you'd have issues making it flow once the levels start to equalize given you're flowing it into a build. At the end of the day as it stands in OP's mind now, the end result would be massive lag when dealing with fluids in loaded chunks, and effectively it would just mean your water is getting taken from where you need it and distributed in small 1-pixel-deep puddles all over the world when its raining.
I'm up for a revamped fluid system if something good and implementable comes along, but as it stands now there are too many performance and practicality kinks to work out with everything else I've ever seen suggested.
Do you want lag, because that how you get lag. No support.