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vladthemad

Holes in the Ground & Water

11 posts in this topic

One thing that personally bugs the heck out of me, is every time I find one of these:

http://images.akamai.steamusercontent.com/ugc/99473352452375942/950124E40EA63D755A9A74F9C14F33CE5CE37E4B/

Is there anything in the settings that will prevent, or at least drastically lower the likelihood of these generating? A lot of times the water isn't even flowing. It's just standing against the open hole defying gravity. I've tried to turn off ravines, but it doesn't seem to stop holes in the ground forming next to water.

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All you can do is reduce the rate of ravines in the config. The flowing water is just a consequence of the way generation works. Water exists before the ravines are created. The ravine creation doesn't update the water.

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Actually, most often I run into the water NOT flowing. It's just hanging there, against the edge of a hole, not flowing down into it. In the picture I think what happened is some of the sand collapsed, causing a block update which started the water flowing. I've even turned off ravines all together in the settings, but these holes still show up. I was hoping someone else was annoyed by them too and found a solution ;) Maybe I'll try turning off caves too and see if that changes it. Worst part about it is they always seem to show up where I want to build a base! Hah.

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Yes that is what I meant by water not updated. It is equivalent to MCEditting it. The water block doesn't get a neighbor block change so doesn't flow. The same thing happens in vanilla, just less prevalent. 

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The worst case is, when 1-block thin water layer float above ravine. I was reporting it previously. This is not only glitchy, but make deadly trap.

Interestingly, I see sometimes dirt/gravel falling from newly discovered ravine, therefore they are updated on chunk generation.

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Yes those are TFC blocks that tick randomly. Water is vanilla and doesn't tick. You'd have to ASM it and not sure how that would effect performance. 

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Yeah it's kind of a pain how it generates. I hate when a lava tube or hot spring generates sticking out the side of a cliff. It's not like TFC is the only one with issues though. How about when Minecraft villages spawn on a mountain side? Or mod structures doing the same? it's like it only checks the block they are spawning on at one corner...doesn't bother to see if it's on a cliff face and now this "underground structure" is hanging out the side of a mountain in midair. Same with 2x2 or larger trees. Only checks one corner...now half the tree is hanging in mid air.

Doesn't really change gameplay, but it's ugly as sin!

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I have idea, how to fix this ugly ravine issue.

Maybe it would be useful either for TFC2, or TFC1 mod, or even future TFC1 bugfix edition.

If I understand generateRavine function correctly, there is already soil/gravel water check, which replace all block above by air blocks.

My idea is to check also presence of water stationary blocks and if found, fill all block by given fluid type in a reversed order (downCount, until solid block).

 

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Would like to add a question here: is there any way to prevent underground caves at all?

I think they are too big in TFC; whereever you dig down, you hit this underground cave world. Makes me feel I live on a sponge.

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No the caves are not configurable.

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On 1/13/2017 at 7:27 AM, ciekma said:

I have idea, how to fix this ugly ravine issue.

Maybe it would be useful either for TFC2, or TFC1 mod, or even future TFC1 bugfix edition.

If I understand generateRavine function correctly, there is already soil/gravel water check, which replace all block above by air blocks.

My idea is to check also presence of water stationary blocks and if found, fill all block by given fluid type in a reversed order (downCount, until solid block).

 

Why not just force a one-time update on the water when the ravine generates? Should be relatively easy to do with ASM.

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