Jump to content

Ideas for Fluid Coding


Moritz

Recommended Posts

Ok first things first. I added a new type of liquid.

Em it is a Gas. Which is finite.

Now this gas does not work on Vanilla Mechanics.

The Problem is that i have some trouble. And before i run out of ideas ill ask here.

 

Now a view things first. i only ask for ideas how i can handel things.

 

Now my Gas tries always to come up into the hight.

If it does can not doing it than it Starts to extends itself. (The gas cut himself i to 100millibuckets) And now the Problem

The splitting into parts make me some trouble!

A full bucket of gas can cut himself down into 10 parts. Now it runs with a for loop so fast that it extends into million blocks (the gas does stop fly up when he hit the 150 y Coord)

xD now the question do you have some ideas how to spread a gas into peaces without creating more gas which the sourceblock has?

Link to comment
Share on other sites

Couldn't you theoretically make it so that after a small amount of time, the original gas block splits into a 5th block ( so 1/5 the original block size ) and then each square adjacent to it get a 1/5 gas block generated on it etc. And you just break it down until it reaches a certain level that you want it to be at?

 

That would be how I would do it.

I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes.

 

I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there xD

Link to comment
Share on other sites

Ok first things first. I added a new type of liquid.

Em it is a Gas. Which is finite.

Now this gas does not work on Vanilla Mechanics.

The Problem is that i have some trouble. And before i run out of ideas ill ask here.

 

Now a view things first. i only ask for ideas how i can handel things.

 

Now my Gas tries always to come up into the hight.

If it does can not doing it than it Starts to extends itself. (The gas cut himself i to 100millibuckets) And now the Problem

The splitting into parts make me some trouble!

A full bucket of gas can cut himself down into 10 parts. Now it runs with a for loop so fast that it extends into million blocks (the gas does stop fly up when he hit the 150 y Coord)

xD now the question do you have some ideas how to spread a gas into peaces without creating more gas which the sourceblock has?

why not make full block no source block,like water,when it flows down its splits to 4 sides.What you need to do the same.Or when water flow down,its creating fool block and its flows like not source block =)

Link to comment
Share on other sites

Ok maybe i did understand you wrong. But i want to create block that is moving instead of creating flowing blocks.

When the Sourceblock can not move up then he tries to extends

 

Here's a tip mate, the people trying to help you have trouble understanding what you mean by a "moving block which extends to" and such sentences.

 

Do you want a block which behaves like gas? well then why the scale of 100milion buckets? wtf?

I don't really understand what you overall are trying to achieve and much less what exactly the problems are :P

If you guys dont get it.. then well ya.. try harder...

Link to comment
Share on other sites

If it does can not doing it than it Starts to extends itself. (The gas cut himself i to 100millibuckets) And now the Problem

The splitting into parts make me some trouble!

A full bucket of gas can cut himself down into 10 parts. Now it runs with a for loop so fast that it extends into million blocks (the gas does stop fly up when he hit the 150 y Coord)

I don't see how you can confuse 10 in millions within a single for loop.

Anyway, i would assume that after you cut the block into pieces, you removed the original block, right ?

Link to comment
Share on other sites

Sorry for beeing cofusing you all.

First it was morning and i was in a rush and i wanted to answer fast.

 

second thing this is not a need help post its a have you some ideas post.

 

Third thing the Block has 9 subblocks.

 

Meta 0 = 1000Millibuckets gas

Meta 1 = 900 millibuckets gas

.....

Meta 9 = 100 Millibuckets Gas

 

Lower it won't go.

 

Now to explaining what was my idea:

 

If you put a full gas block (meta 0) down it flies up.

 

Maximum to height level 150.

 

The he looks is my meta lower than 9

 

Then it tries to expand. It look around himself if it is free:

 

Than he spawn a new Block (meta 9) and set him +1 meta.

 

that is what it is. ^^ thats my idea^^

Link to comment
Share on other sites

Let me pseudo code what I understand:

if(gaz.meta<9){
BlockPosition block =  gaz.getFreeNeighbour();
if(block!=null){
setMeta(new Gaz(block), 9);
gaz.meta++;
}
}

 

If i am right, the original block will indeed deplete and should only give a maximum of 9 gaz blocks with 100millibuckets.

Link to comment
Share on other sites

Yeah but i used for loops to catch every side.

Than i had the trouble that every gas flows in direction North or South.

So i added a random like this:

 

    
    public void flowing(World par0, int par1, int par2, int par3)
    {
        if(!canGoUp(par0, par1, par2, par3) && par0.getBlockMetadata(par1, par2, par3) == 9)
        {
            if(rand.nextInt(5) == 0)
            {
                for(int i = 2;i<6;i++)
                {
                    if(rand.nextInt(5)+2 == i)
                    {
                        if(WorldReading.isBlockAir(par0, par1, par2, par3, i))
                        {
                            wanderGas(par0, par1, par2, par3, i);
                            return;
                        }
                    }
                }
            }
        }
        
        if(canGoUp(par0, par1,par2,par3))
        {
            flyUp(par0, par1, par2, par3);
        }
        else
        {
            if(canExpand(par0, par1, par2, par3))
            {
                for(int c=2;c<6;c++)
                {
                    int meta = par0.getBlockMetadata(par1, par2, par3);
                    if(rand.nextInt(4)+2 == c)
                    {
                        if(meta < 9)
                        {
                            if(!WorldReading.isBlockAir(par0, par1, par2, par3, c))
                            {
                                if(WorldReading.isSameBlock(par0, par1, par2, par3, c, this.blockID))
                                {
                                    if(WorldReading.getSidedBlockMetadata(par0, par1, par2, par3, c) > 0)
                                    {
                                        int sidedMeta = WorldReading.getSidedBlockMetadata(par0, par1, par2, par3, c);
                                        int cMeta = par0.getBlockMetadata(par1, par2, par3);
                                        if(sidedMeta > cMeta)
                                        {
                                            expandGas(par0, par1, par2, par3, c);
                                        }
                                    }
                                }
                            }
                            else
                            {
                                CreateGas(par0, par1, par2, par3, c);
                            }
                        }
                    }

                }
            }
        }

 

I already finished the code yesterday and it is perfect (in my opinien)

It flows smothly and does not create much lag^^ Also it moves not so fast.

And you can see that it moves in random directions^^

And WorldReading is my Own WorldClass with Side Sensitiven Functions ^^

Link to comment
Share on other sites

^^ You miss understood me wrong! I did not mean Server-Client sided Functions!

 

My WorldReading has some usefull functions which save a lot time with writing it!

 

Like this function:

GetSidedBlockMetadata(World par0, int ZCoord, int Ycoord, ZCoord, int side)

    public static int getSidedBlockMetadata(World par0, int par1, int par2, int par3, int side)
    {
        if(side == 0)return par0.getBlockMetadata(par1, par2-1, par3);
        else if(side == 1)return par0.getBlockMetadata(par1, par2+1, par3);
        else if(side == 2)return par0.getBlockMetadata(par1, par2, par3-1);
        else if(side == 3)return par0.getBlockMetadata(par1, par2, par3+1);
        else if(side == 4)return par0.getBlockMetadata(par1-1, par2, par3);
        else return par0.getBlockMetadata(par1+1, par2, par3);
    }

Do you understand now what i mean?

Link to comment
Share on other sites

Well you said WorldReading was a World class. But seeing this method, it is just a utility class.

So, I worried too much :P

 

I would take a more object-oriented approach rather than this static method, but whatever floats your boat.  ;)

You limit yourself to 6 sides when there is 26 neighbours to any given block by the way.

Link to comment
Share on other sites

That will also create more lag!

So i stay at that^^"

But thanks for the ideas i finished the block^^"

It works perfect^^"

Also it is compatibel to the Liquids and i do not use the block flowing.

1 thing is this kind of block is not usefull like water blocks^^"

Also Maybe ill replace lava with this kind of block so you really have flowing lava^^"

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • rp.crazyheal.xyz mods  
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.