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Sasqaucth

Sewers

27 posts in this topic

I'd love to see small bodies of water (lakes and ponds) become completely finite liquid, and rivers and oceans be an infinite source of water. Ocean and river water would spawn full blocks of water next to and below them, and smaller bodies of water would flow like water from regular buckets.

Obviously some workarounds would need to be taken to reduce lag with large amounts of finite water, but I Think that could be done by only using finite water exposed to air as part of the calculations, and having the rest just be stationary.

EDIT: I'm making this post because this would make water systems more practical.

How the current system is implemented? This shouldn't be lagged at all, each column of water is one entity (like charcoal for example) that contains it's lower and highest points, and each column exchange water with it's neighbors, so lakes/oceans are just columns of water and not a volume of blocks that may create lag.

A good example is "Creeper World" :D

it has a very good finite liquid system in a 2D world but since each tile has height it's basically 3D.

Anyway I think the current system is implemented just fine and won't create any lag even if huge lakes would to turn finite.

While generating the world, oceans/rivers can start as infinite water and any other water should be finite unless adjacent with infinite.

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