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Post by Dontremb on Jun 19, 2013 5:09:56 GMT -5
Water should be utlized as a resource, and be finite.
So, source blocks should not be creatable.
I would also like to set something up that makes it so farms actually use up water. Perhaps every 20-30 plants that grow use up 1 water source block.
And finally, I want to be able to restore missing source blocks from bodies of water (ocean, lake, and river biomes) after a rain or snow. I'm hoping this is as simple as: [After precipitation on a watery-type biome, restore water blocks up to default water level on currently loaded chunks]
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Post by willeze on Jun 19, 2013 6:05:54 GMT -5
Totally agreeeeeee
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Post by Dontremb on Jun 19, 2013 6:14:28 GMT -5
I was thinking, instead of being able to place a water source block with a bucket, if you try to empty a bucket normally, the water just spills away, and the source block is gone.
However, if we have some kind of craftable container, like a cauldron, for example, it can hold the source block.
I was also thinking of having a new craftable container specifically for farms. It might be kind of like a cauldron made from dirt or something, and you put it in the ground, where you need your water source block to be. Then, within the normal 4 blocks, all crop land is hydrated.
This would also allow the farms to slowly degrade the water from this 'dirt cauldron' over time, requiring it to be refilled.
Additionally, I wonder if there is some way to cause rain to replenish lakes and oceans of source blocks, and perhaps make farm land hydrated for a long period of time.
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Post by kokonus on Jun 19, 2013 8:24:18 GMT -5
Hhm I also like the idea of water thats finite. But from other mods I saw it can be tricky to balance... What about you just disable the 2-source-next-to-eachother=infinite spring So no fancy smanzy (unless you want something fancy) But people would still need to get new water due Every crop you plant checks a 9x9 for a source block (just like the Farmland does) and ever eehm 4000 gameticks removes 1"counter" on the water if 8 counters are gone the water disapears. Then you would also be able to change it later so that every counter means less water in the source. Finaly if one source is 2 counters below one next to it remove 1 counter from the other and increase counter with 1. P.s. This is my first post on this site
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Post by Dontremb on Jun 19, 2013 10:58:05 GMT -5
I like it. It sounds a lot like what I was talking about, without the need for an extra block to hold the water.
Plus, it allows you to hydrate an entire field with just one source block, and the farmland could hydrate from the 'running, non-source' water, but the source block would run out faster that way.
I would still like the ocean biome water to not be potable.
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Post by willeze on Jun 19, 2013 20:35:42 GMT -5
If we make ocean biome water not potable it'll probably require changing the way crops check for water or replace normal water in ocean biome with a different water block, which may require editing base files. And i just want to keep that as minimal as possible
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Post by Dontremb on Jun 19, 2013 21:42:48 GMT -5
I definitely see your point. I would also like to keep Phase 1 compatible with other mods, if possible, however, as I mentioned to Meanz, Phase 2 and 3 will definitely NOT be compatible, nor do I want it compatible with any other Mod. At least for now. Those two phases will be an overhaul, and at least in the beginning, I don't really want any other mod to interfere with the balance.
If it becomes too much trouble to prevent editing class files for phase 1, we can just do it. But definitely, if possible, we'll stick to not.
So, perhaps for phase 1, we just leave ocean water the same as regular water?
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Post by willeze on Jun 19, 2013 22:14:15 GMT -5
i think so too
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Post by kokonus on Jun 20, 2013 7:29:27 GMT -5
Yeah for phase 1 maybe just use same water for ocean water.
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Post by Dontremb on Jun 20, 2013 7:59:06 GMT -5
Ok, so far:
Water source blocks cannot be created.
Needs brainstormed a little more:
Rain creates water source blocks in lakes and rivers (obviously only on loaded chunks, and probably only on lakes that are missing source blocks? We can track this by seeing if there are any non source water blocks in an ocean or lake/river biome.)
Farm land uses up source blocks as they grow.
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Post by Dontremb on Jun 26, 2013 6:32:07 GMT -5
Update and moving to Currently Working: Water should be utlized as a resource, and be finite.
So, source blocks should not be creatable.
I would also like to set something up that makes it so farms actually use up water. Perhaps every 20-30 plants that grow use up 1 water source block.
And finally, I want to be able to restore missing source blocks from bodies of water (ocean, lake, and river biomes) after a rain or snow. I'm hoping this is as simple as: [After precipitation on a watery-type biome, restore water blocks up to default water level on currently loaded chunks]
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