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Finite liquid?

7 posts in this topic

I remember a nice mod called "finite liquid" which has been abandoned. http://djoslin.info/finiteliquid.php  as far as I know.

 

I have heard the possibility of being able to move water via pipe or duct in the future and would like to support that particular idea but also to have the finite water mechanics so water acts in a way it is suppose too.

 

Example : Large bodies of water would remain infinite  but smaller bodies could be pumped or drained dry.

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Or small bodies could evaporate dry. So it would be possible to pour seawater in shallow 'salt pans' to get salt. For salting meats and brining vegetables. I'd make a preserving post if I wasn't soooooo lazy

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We used to have finite water here, then they found out how buggy it is

They didnt have djoslin's version and his mod isn't completely abandoned, he just has a real life and a real job and as such his dev turnaround time is LOOONG. someone developed the TFC finite water for bioxx and hasn't been around since to fix/update it & bioxx isn't a water physics guy, its not his thing. If someone developed a functional codebase for finite water that wasn't derpy as hell and didnt create immense lag via updates or include unnecessary features (like propane,pumps,sponges, & random worldgen crap) he might make use of it.

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The physics of the finite water means implementing metadata for waterblocks. This might be very expensive. But really this is pretty easy to understand the idea: each block of water can be splitted by 8 (16, 64, 256) sublevels of water. To fill the bucket it should take exact numbers of sublevels of waterblock. The waterblock that was used restores it's content from neighbors by reducing their level. Neighbors restore their content from their neighbors and so on... If this wave of updates doesn't get dry ground then this means we use water from sea/ocean and level decrease shouldn't happen.

If there isn't enough sublevels of water in the block being used for fill the bucket then neighbors should be used as the water source.

The spilt water doesn't become a single block. It spread around by 8 (16, 64, 256) blocks making a wide puddle of 1 sublevel.

That is my seeing the idea

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its not so bad for rendering continuous volumes of water, the problem is the individual slices, the way they were handled in TFC was just too derpy. It reminded me of watching a run of the game of life. The fact that they acted like solid roaming slices was the problem really, they didn't subdivide volume enough, and never got around to implementing evaporation/boiling/pressure-leveling so it was kind of OP for farming.

 

at one point in time djoslin's mod allowed the water to thin out almost continuously and it would dissipate and evaporate in believable ways (it would even level-out between connected water masses using a pressure system he implemented). in fairly large floods it tended to lag a bit, but it wasn't nearly as bad as you might expect the exception being in his older implementation placing a source block at a height and making it fill the world with a huge tsunami of water. THAT tended to get insane. The newer implementation is very smooth, but it lacks the boiling/rain/pressure-leveling and adds too much bullshit (in the form of pipes, sponges, & methane that acts too much like water with inverted gravity in that if you enter the fluid you can swim and it applies a blue visual field like being underwater), but a system very much LIKE that without the unnecessary fluff would be great for TFC.

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Yeah I had a feeling finite water would end up being a bit to much since terrafirma as it is is a resource intensive mod.

 

I seen someone comment about getting salt from evaporation. This still could be done like a coal pit but have the fire under the base of the stone like the Romans did for their bathhouses. 

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