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    posted a message on New water physics announced at Minecon Earth

    My *current* interpretation (and what I see in Snapshot 18w08b) is that gaps such as with pane glass or gaps between pane glass and glowstone will *NOT* be affected, water will *NOT* leak. From what I've read, fences and stairs would only have water flowing around them if placed within a water source block. Otherwise, they would block the flow of water as expected. I would suspect this will hold for glass panes. HOWEVER...

    "Spit in one hand and hope in the other, see what fills faster."


    If you can't test a COPY of your world in a snapshot (such as with an SMP server you don't control) then I would agree with @FuelZ's suggestion: board the windows up from the outside before the server upgrade, then test and see. I'd rather have my home look ugly unnecessarily, if covering them are NOT needed, than have my home ruined by not covering the windows. Good luck, but if I see different than what I've mentioned in this post I will most certainly post again about it here.


    Oh yeah, check out DocM77's report on 18w08a with Ilmango and others in the Technical Minecraft Community (TMC). For anyone that thinks the new water physics might be a problem for their builds, the TMC watches for these kinds of things and how it may affect their Over Powered farms and such. If there are any changes to water physics that will touch their OP farms, the TMC is likely the first to find out and they will spell out exactly what is going on. Keep an eye on them. Something might slip past the TMC, but I don't think it likely.

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    Potions are already kinda useless. I really wish we could get stacks of 16 of a kind. Otherwise, you fill your tiny inventory with potions and have no room for anything else. But that's a gripe for another time, and yes, potions no longer grant visibility in water. For *THAT*, people will simply use OptiFine and GammaBright hacks. ¯\_(ツ)_/¯

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    Watch and support people like DocM77 and ilmango, the technical minecrafters who test for these issues. covers how the current 18w08a snapshot breaks important parts of farms, including water changes. The video gives specifics about water as well as other changes that are of concern to them, and relevant to the water discussion here.

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    As we see in the 18w08a snapshot, lava lakes at the bottom of ocean ravines have magma blocks in addition to obsidian exposed, which seems a natural fit. Having the bubbles and water pull you into the magma makes exploring those ravines more interesting than simply being blown out. Hitting that magma will still hurt! :)

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    We have lava held up by signs, and signs work as "airlocks" so far. At this moment in the snapshot, I'm "breathing underwater" courtesy of a sign stacked on a sign in the Snapshot, and we are using signs to hold up lava for an Iron Farm. I don't think the intention is to break those mechanics, especially as we need some means to do an "airlock" on our underwater builds. I can't think of anything I'd worry about with lava mechanics than signs to hold it up for an iron farm, but if you have something you'd like tested, that would be happy. :)

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    Perhaps, but the "this proves Minecraft is dead since my pet version" stuff is rather tiring. It does look like we are seeing more actual constructive dialog resulting in a better overall product. I like this.

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    All the fear, uncertainty, doubt about underwater physics, now we have clarity and perhaps it will not be the End of the World As We Know It.

    Posted in: Recent Updates and Snapshots
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    posted a message on Is the Minecraft world flat, a sphere, or a cube?

    Magic works better when you don't question it, and simply experience what your senses tell you. To question or analyze magic is insanity and heresy.

    With that in mind, the shape of the world appears forever flat. Could the sun and moon somehow crash into it? Notch only knows!

    Posted in: Discussion
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    posted a message on Is the Minecraft world flat, a sphere, or a cube?

    The technical difference between "appearance" and "reality". The sun and moon are just background images that rotate around the player's perspective. It is never really "there". In fact, it would be possible to have the game with everything "dark" during the day when the sun's up and "bright" at night, or even replace the sun and moon with different images entirely, or no images at all. Some texture packs have mountain ranges on a horizon you could never reach because it is *just* an image. Nothing is actually "there" from a game physics perspective.

    Posted in: Discussion
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft

    Gah! I was supposed to chat with you, @irtimaled... it slipped past in the overtime I had to do, then "life" catching up from the overtime. I'm playing Minecraft Bedrock on Realms, so my focus is away from the Java mods and Spigot these days. But I'm confident there are others in this thread who can thoroughly test things out.

    The one cool thing with the LiteLoader version (and a way to encourage servers to use the Spigot Plug-in to allow for client-side support) is the detail on https://dev.bukkit.org/projects/clientpermissions. This would allow you as the developer to put in "permission settings" into the plugin that dictate what players may do on the client side. One argument AGAINST allowing BBOR is "you can see villages and structures from "horizon", making this mod quite over-powered. But it is invaluable for *diagnostics*. Solution? Use ClientPermissions as a plug-in and explicitly allow /op to see EVERYTHING such as Nether Fortresses, Strongholds, and such, allow mod staff to only see village doors, village borders and iron golem spawn area, and rank-n-file to not be allowed to use BBOR at all on the server. This will help push BBOR from being a client-side cheat to being a server diagnostic tool for a broader audience.

    Posted in: Minecraft Mods
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    posted a message on New water physics announced at Minecon Earth

    I don't know the connection between the new commands "or" fluid dynamics,other than "new version of Minecraft." I mentioned carpet mod in the context of testing how much processing "stable" water (no new water blocks will be appearing) vs. dynamic water (a new source water block was just placed, where will it flow to?) What is the relative cost of each case on average, and how does the cost compare to an example of ten cows wandering in a pen?


    There will likely be a difference, but I don't expect it to be much compared to a pen of cows or wandering mobs. I suspect the new fluid dynamics will add more, but not much more overhead since "fluid dynamics" are already present and must make choices for what blocks are barriers vs. blocks popped off as entities and passing through air. The bulk of the cost equation can be defined now with the carpet mod and a good set of test scenarios. I'm working 60 hrs this week. Next week doesn't look so good. The person setting up a good test and reporting won't be me.

    Posted in: Recent Updates and Snapshots
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    posted a message on New water physics announced at Minecon Earth

    I believe water coming through blocks is a "yes/ no" decision, one not requiring more power than the other. A tiny bit more processing power is dedicated to flowing *further*, and which way to do so. But it won't be any more processing power than dumping a bucket of water on some random spot on the uneven ground.

    People interested in water behavior and how much power it takes could use the Carpet Mod (showcased by gnembon in this video).



    I would suggest setting up different scenarios using running water and then the carpet mod to determine how much processing power is actually used between the *start* of dumping a bucket of water vs. water that has already completed running down a slope and runs no further. See if you can figure out if there is a difference in processing time used in "running" and "completed". As a *guess*, I wouldn't think having a "fence" in the way would matter vs. nothing being in the way, but if you set up a good test environment we can determine if my guess is accurate or not when we have a snapshot with this feature, presuming a Carpet Mod version would be quickly enough made for the snapshot.

    I also want to voice appreciation to @Vampire_Asunder. I also don't get the interest in expressing, on one hand, "I don't like anything since Minecraft 1.four_or_five_years_ago" and tying it with, "so I hate this new feature and I wish Mojang would focus on what players really want."

    People are *STILL* doing NEW game development for the Commodore 64 computer. See here: https://retro.moe/2015/02/01/coding-for-the-commodore-64-what-happened-in-the-last-25-years/

    And that is OK-FINE. I really respect Grian, and he's playing on a server with a minecraft version from before they had hunger bars. And that's cool. If you like that play, you *SHOULD* be doing that. Heck, want to be really cool? Do a series of videos promoting the differences between the *current* version and Minecraft 1.four_or_five_years_ago, and showcase the fun to be had on that version, and *specifics* on how Mojang could bring the fun *BACK* by returning those features to the current game. That would be useful and constructive for the community. "Every new version since 1.four_or_five_years_ago sucks so I hate this new feature and you should too..." Not so constructive. The game has moved on, WHILE ALLOWING PEOPLE WHO WISH TO ENJOY OLD VERSIONS. That's way cool. Very few games allow anything like that. If you want to stay back, do so, and enjoy. But Minecraft as a game has moved on. The bulk of the community has moved with it. I have attempted to build things underwater, and I've also enjoyed underwater builds from maps by some really good content creators. Underwater "coral" and "seaweed", sea wrecks, and so on. The "underwater air pockets" are horribly annoying. The Vanilla ocean floor is lifeless and dull. In my opinion, this change is necessary and a long time coming. I'm excited about it, but I'm open to constructive ideas on how this can work without harming current common underwater structures (such as with farms) or ways we play.

    But "Nah, I only play 1.whatever, the best Minecraft version ever, and this water physics thing suxxors" won't really win me over.

    Posted in: Recent Updates and Snapshots
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    posted a message on Spider climbing

    I support this, but you are not only talking about coding the model, you have the hitbox rotation, Flipping a model upside down should be pretty trivial, you don't do anything to the hitbox. Rotating the spider hitbox 90 could be a huge mess. If you rotate the hitbox, does it spin on the center? Would that cause the spider to "fall" attempting to climb, since its feet would no longer be against the wall? If you do the rotation "feet against the wall", does that mean a spider could pop into a barrier that then allows it to climb past certain partial blocks intended to act as a barrier? What are some other unintended consequences of rotating a hitbox?

    Take a more or less square book, pretend it is a "spider", see if you can come up with some simple rules for how to rotate the book around obstacles without introducing some messy hitbox collision bugs. I can't imagine anyone at Mojang would want to touch it. As it is, a spider "works" because it is a 2x1x2 entity that sees a ladder on every verticle surface, and so that is exactly how it behaves.

    Posted in: Suggestions
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    posted a message on Bounding Box Outline Reloaded Mod for Minecraft

    I won't be able to chat tonight. I'm on the west coast, and I can try to chat tomorrow night. I'd like that. :)

    EDIT: I spent tonight playing Minecraft with my nephew who is visiting with my other sister, not his mom, three timezones away. I expect to be playing Minecraft with him tomorrow night (28 DEC 2017) as well. The visits are rare for him, so this is pretty much the only chance my nephew and I may get for some time. I'm also not clear when you may be available to chat, and I'm on the West coast working late daily until 31 DEC. I'll try to sort it out. I'm not sure what I can do other than hope you can sort out a way to do a Spigot plugin for your Forge mod the same way Village Maker has a Spigot plugin for their LiteLoader mod. I don't do Java development, my 44+ hrs' per week (with gusts up to 66+) makes it difficult for me to even consider Java development. But if you can use Village Marker's template to make that Spigot plugin, it would be a godsend I think for MP servers that would like to use your tool in that environment, presuming /ops are ok with it.

    Posted in: Minecraft Mods
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    posted a message on VoxelMap [1.16.1 to 1.7.10] - a minimap and worldmap

    Aye. I *have* a shortcut Desktop/.minecraft, but it sure as heck doesn't show up that way in the navigation bar. :)

    Posted in: Minecraft Mods
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