Realistic Fluids Overhaul compatibility and rainfall fork

Mods
8,165 Downloads Last Updated: Oct 19, 2016

This makes water and lava (blocks 8-11) into finite fluids that flow. It scales up to handle oceans without much trouble. A minimum of a 2+2, or three real cores, is recommended -- this gives the server thread a lot more work, and gives the client a lot of additional rendering.

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Realistic Fluids Overhaul is a proof of concept mod by 4HeadTiger. He has returned to modding, and is doing a re-write for this from scratch.

 

Meanwhile, I wanted some improvements to what was available now.

 

This makes water and lava (blocks 8-11) into finite fluids that flow. It scales up to handle oceans without much trouble. A minimum of a 2+2, or three real cores, is recommended -- this gives the server thread a lot more work, and gives the client a lot of additional rendering.

 

Pistons will push water, letting you make vanilla piping systems. Falling sand/gravel will displace water upwards as well, however Reasonable Realism -- and anything that lets sand/gravel fall sideways -- can result in loss of water height as not all falling sand can be placed as blocks.

 

Additional commands

/enableflow true -- turn the flow on. It starts turned off when the game starts up.

/enableflow <anything other than true> -- turn the flow off.

 

/deflood -- remove water lying on top of mod water. Example: Streams, during worldgen, produces a very large amount of normal water. Under normal situations, the excess is contained; during worldgen, or if a stream is "broken", very massive amounts of water are produced. If this is an issue, this will remove excess liquids in the world. ** Range of effect is limited to the NEAR/FAR update distance.

 

Config file options let you control the amount of absorption by mod water, disable the rainfall effect, adjust the speed of rain refill, or control the range of chunks that are updated.

 

Config options:

NEAR and FAR represent how far from players fluids will flow, in chunks. "NEAR" is handled every opportunity (about every 4 ticks); "FAR" is handled based on load (can go to every 10 ticks, I think). For best results, set NEAR to -1 (disable it), and set FAR based on how far you want water to be flowing. If there are too many chunks, they will take turns and the leftovers will be first to flow next time.

 

Rainfall options:

NONE

SIMPLE: Biomes with a base height of 0 or less (includes swamps and most beaches) will add water when the water level is more than 2 blocks below the "getAverageGroundHeight()" level (This matches the overworld -- water in the 62 block, ground height returns 64), when raining, and when the biome permits rain (so no sunken desert / death valley type biome).

 

Known issues:

0. Mod compatibility: This will flood ChromaticCraft ocean temples, ruining them. Let Reika know you'd like the entrances adjusted so that they will stay dry.

1. Long-range water equalization does happen, but it loses track of where water blocks need to be adjusted. (4Head)

2. Grass grows under water (4Head) (I think this is now solved, but grass doesn't die off when it is underwater).

3. Rainfall happens in snow areas (Me)

4. Water thinks that a snow layer is a solid block and won't displace it to come down a hill (??? I think that's 4Head's) (this may be solved in A5, needs new testing)

5. Water flowing causes "Disco Relighting" (4Head)

6. CofhCore compatibility breaks the Cofh "No water allowed in the nether" check (it is bypassed) (me)

7. Piston support is not well tested, and may have flaws (Me -- 4Head had it working, but fragile).

8. Rain only refills chunks that have some other flow going on (Me) -- Should be fixed in A5.

9. There is an increasing backlog if NEAR and FAR are not identical, and the server cannot process the entire FAR queue -- fixed in A5.

10. Performance is a disaster (almost certainly me) -- Fixed in A5.

 

11. As this will now happily update 30K to 45K blocks at a time, it will flood your clients with lots of block updates. Servers will need good bandwidth.

 

12. Falling sand/gravel does displace water properly (got tested by accident); pistons are untested in the current version.

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