well, i guess there aren't to many blocks that really need to have this seepage mechanic, maybe 20 or 30. Anyway, wouldn't it be easier to use nbt data for the amount of stored liquid? that would also allow metadata changes such as dirt turning into grass, and wouldn't need to fit in with say 50 different types of leaves in a modpack.
Also fluid density could go hand in hand with fluid temperature.
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Aug 19, 2014 Posted in: WIP Mods
Aug 19, 2014Okay, time for your daily shipment of random ideas.Posted in: WIP Mods
First of all, in order for blocks to be permeable, a background fluid simulation could be run that is not blocked by blocks. Then the blocks would have several values, such as permeability, volume dependant on pressure, breaking pressure and, moving pressure and maybe moving friction. Then the fluid would be simulated though it and then restricted based on these values. This means that rather than blocks having a capacity, instead they would just slow the water flowing through them, meaning that you wouldn't have to have data to save on every single block's contents.
Then, assuming that you get some sort of system by which blocks have water in them, I would love to see at least a config option that requires a certain amount of water in them for crops to grow. this would stop everyone from just setting up a crop that looks after themselves and instead take the route of a farmer, keeping there fields irrigated and picking the best spots to grow. This would work nicely with the Weather 2 mod which has localised weather not just depending on biomes, but the biomes near them. Although from what Iv'e heard, the weather 2 mod uses a completely different system for rain particles, so it would require a bit of work to get it to create water on the ground.
I'm not telling you that you have to seriously consider any of my ideas, but you may be able to find some sort of inspiration in them so enjoy.
Aug 18, 2014Awesome. How easy is it to add new liquids? if a liquid type can be defined by a set of specific values (eg. viscosity, compressibility), then i think lots of mods will use this system for their own liquids. I think it would be cool to see sand as a type of "liquid". The trick with that would be getting the surface equalization to allow sand to "pile up" rather than get smoothed completely flat.Posted in: WIP Mods
Aug 18, 2014this is great. does it work to have a U shaped tank and have the water equalize between the two sides?Posted in: WIP Mods
Aug 18, 2014boundingstar13 posted a message on When endermite is next to a dragon egg, it enters it, "Fertilizes" it and cause a baby dragon which you can ride to hatchi don't see why it would be op, especially if you couldn't use items while riding it, then it would be almost useless except for travel and being coolPosted in: Suggestions
Aug 18, 2014hmm, i see what you mean. maybe depending on the amount of the water stored inside a block, the block would force the water out of it. or something like that. the water doesn't have to flow out of the ground, just form a pool on the surface that replenishes itself for a while.Posted in: WIP Mods
Aug 17, 2014i guess minecraft physics are nowhere near good enough for what is essentially "orbital mechanics"Posted in: WIP Mods
also, do you have any idea for a non-cheaty way to have a sort of spring? i was thinking caves could have a chance to spawn with different water pressure, and if its high enough and connected to the surface by a gap, then the water would reach the surface, but the weight of the water would keep the water in the cave pressurised, meaning you could have a long lasting supply of water. or perhaps more like a real aquifer, the water soaked into the ground could seep out, sometimes with pressure.
anyway, just some more thoughts
Aug 17, 2014Good to see what you have planned.Posted in: WIP Mods
With whirlpools, i was thinking that the player's momentum would carry them past the centre of the "whirlpool", at the same time as them being pulled in, so entities would swirl, but not the water itself. (kind of like how orbits work, except with the added factor of friction slowing you down, so you get pulled inwards more)
Also, with gasses, although it seems to be adding something new to the game, the changes could be looked at in a similar way to the other changes in this mod, because as far as we know, the gasses are "there", there's just no way to interact with them (they don't have to add new gameplay elements, just change the way liquids flow, such as at 0:53 in this video )
Anyway, its always fun to see what organic gameplay can be created from a mod like this, such as your idea of having water preasure break through blocks
EDIT: possibly some of the more gameplay changing elements could be modules that can be toggled in a config
ANOTHER EDIT: with the block breaking thing, perhaps it could also do a check if the block has space behind it, so a thick wall would be better at a depth than a thin one
Aug 16, 2014things i would like to see:Posted in: WIP Mods
- a graphical effect of liquid cascading down the side of a block (like this: https://www.youtube.com/watch? v=Q_TdeGIOOts )
- the direction of flow moves entities (whirlpools would appear to work to the player if it was done right)
- rain makes puddles, underground gasses, fluid movement machines, all like the old finite liquid mod
- snow melts into water
- water can leak through certain blocks at certain speeds (sand, clay, dirt)
- some liquids could have a temperature, changing their flow speed, so lava could cool and set
just some ideas, glad to see a mod like this once again
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