
Mods / FiniteWater
Author: Nightingale33
Side: Both
Created: Apr 26th at 9:17 PM
Last modified: Apr 30th at 6:56 PM
Downloads: 63
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Latest release (for outdated Vintage Story v1.20.9):
finitewater_0.1.0.zip
1-click install
Currently a pre-release version for discovering bugs, issues and receiving feedback.
Adds a new state for water "Finite", it will automatically level itself, fall down slopes and it's also now what you place with a bucket. It's not an infinite source and it will slowly evaporate.
Rain will create small amounts of it.
Note: Regular bodies of water are not automatically converted.
Future plans:
Archimedes Screw support to pipe water up
Improved physics support
Conversion of smaller bodies of water (ponds/small lakes) to finite water automatically. (The Sea will likely always be too big)
Adding support for the other "non-standard" liquids, such as boiling water, salt water and likely even lava.
Fixing the absolutely inevitable bugs this will have
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v0.1.0 | 63 | Apr 30th at 6:56 PM | Show | finitewater_0.1.0.zip | 1-click install |
Ah yeah I just added this to my server as well and it causes major ping-like problems. Everything was slow to move, similar to what one commenter said with 5000 ms per frame. Removing to test, def interested in this mod a lot! I think you have a lot of potential here. I really want a mod that automatically can level water in lakes as i remove the shoreline and such. I woudl love wet/dry seasons and more. Def a lot of good stuff here!!!
Heyo again, was curious if you knew if this owuld potentially be compatible with waterfall as well?
That modmaker mentions: As long as a mod does not create new source blocks or change BlockLiquidContainerBase.SpillContents() behaviour it should be compatible, and in the case of the former it would be incompatible only thematically.
I was curious to add both but I"m curious if they overlap or accomplish similar.
Nightingale33 Not really, it seems very likely for rain to occur during summer still in the med biomes and winters generally get snow, both fairly unrealistic but it is what it is. I mostly meant a flag for ponds in these biomes/floral zones to have wet/dry seasons and dry up when there's no rain/water input for a few days whereas other biome zones like tropical ones would never evaporate (unless tropical savannah?)
There's a lot of cool possibilities with the Biomes and Floral Zones mods. If you're ever interested in making compatibility with these to accentuate climate zones where the IRL equivalent would have wet/dry fluctuations and dry out smaller water locations
crumps is that not already built into the rainfall of those biomes?
If you could implement wet/dry season implementation with the mediterranean, australian, or other biomes in the biome mod i would be so insanely impressed and grateful. I see you're planning to do that for bodies of water in the future, just wanted to suggest possible implementation with biomes/floral zones so that certain zones have more likelihood to dry up just like irl!
Love this mod
oneil That's the intention! Currently flooding is possible but rather unlikely (still figuring out how to balance water from rain)
The waters from that do evaporate right now. Future plan is to convert ponds to this type of water so they can dry up in a hot summer.
so if i follow ! summer could dry up ponds and lakes (in the futur) while flooding could exist with heavy rain ?
Nightingale33 I am looking forward to it.
MrGr33n that looks impressive, thankfully I'm able to borrow a good handful of things from the game engine, such as the heightmap.
Moving water update calculations off-thread may be a good idea though, I noticed that in some instances, the water blocks were taking up to 2ms to update (on my hardware).
I'll need to check how block accessing works off-thread. There are a lot of checks to make sure water only goes places it can go. (Which could also be optimised to reduce redundancy)
The biggest cause for multiplayer lag however was the significantly larger amount of LoadedChunks in play which were not being treated in the most optimised way. The Rain system is being restructured to be more performance friendly.
Nightingale33 Your system is exactly similar to how the one i made for my own video game. The thing is, you need to limit the size of the Heightmap to 64x64(with float point precision) at most, higher file size would create incredible latency in the data transfert, socket have a buffer limit which should never be exceded. Also make the water update in thread, not on the main thread. Main thread should only report the result of the float array.
For the algorithm, i don't know how you implemented the movement of the water, all i know is mine never work properly but it was fast and did flow... but unequal lol.
Here the early tech demo i had done. (It worked online too)
MrGr33n I hadn't tested it with multiplayer yet, but everything was built with the premise that it should function in multiplayer. If you're getting 5000ms per frame, there are probably a lot of optimisations to be made.
Does the mod support multiplayer? Because it was bringing my server to it knee with 5000 ms per frame :P
Endurance I fully agree, my hope is to co-opt the Archimedes screw with the next release to give it more use and to pump water up such that an aqueduct works
The one thing I would want from any of these finite water mods is a way to move water. The aqueducts from hardcore water transport are nice but require your to find a water source that is high up which can be annoying.
Mods like these really need pumps, water towers or wells to become survival playable in my opinion.