RealFluids

Discussion in 'WIP and Development Status' started by mindless728, Feb 22, 2011.

Thread Status:
Not open for further replies.
  1. Offline

    Vlyn91

    Aaaaalright..

    New map!
    Only your plugin!

    It worked!

    So, what've I done now? I tested _every_ _single_ plugin_ _I_ _use_ _on_ _my_ _server_....

    What I've found after about 50-100 restarts:
    90% works fine, and there is one plugin type that has issues!

    WorldEdit: It totally breakes the FluidPumps loading on startup and sometimes the whole fluid system
    WorldGuard: Breakes your BlockStorage (The pumps work, but the block storage doesn't work.. you have pumps there but you need to update the water around them to pump again!)

    I think both plugins are from the same developer? I can kick WorldGuard (Actually I only use it against creeper block damage...), but I seriously need WorldEdit! :(

    Uff!


    EDIT:
    Still not working on my live server :-(
    *Kicks the server/plugins/bukkit* argh!
    I copied the plugins from my live server to the test server, so the results should be the same... they aren't -.-
     
  2. Offline

    mindless728

    Thanks for the insight to the plugin compatibility problems, i'll see what i can do to remedy that (if anything), the sometimes working sometimes not i can't seem to figure out as since i remade the test server (everything including map) the problem has gone away completely
     
  3. Offline

    Vlyn91

    On a new server without those 2 plugins it works and works... even after 5 restarts!

    But on my real server (same plugins, those 2 deactivated) it doesn't save :( damn!
     
  4. Offline

    mindless728

    ok, so half done with the buckets, just need to save the data between restarts and there will be another update
     
    smickles likes this.
  5. Offline

    Dominic

    Nice! So why are the buckets causing so much trouble? I just thought a bucket spawned the water block where the player clicks :| Apparently it's more complicated than that.
     
  6. Offline

    valdark

    Does your live server use a different launcher? I know that the way McMyAdmin restarts sometimes kills plugins that would otherwise work great.
     
  7. Offline

    Vlyn91

    Haha no, I copied everything from my real server to the testserver, bukkit, my launch file, all plugins + configs, ...

    Oh wait, I'll just create a new servermap on the liveserver, then look if realfluids work without those 2 plugins (worldguard / worldedit). If it does then there's something wrong with the map :(
     
  8. Offline

    mindless728

    the problem is that i want the buckets to keep track of there fluid level as well, which right now is a giant pain in the ass since the bucket fill/empty events kind of destroy the buckets and make new ones which has been causing all sorts of problems, ie i have coded it 10-15 different ways with no luck. I have settled one keeping track of the inventory slot that picked it up, but this slot will not be able to be updated until bukkit gets the inventory events that a lot of people are waiting on

    the map really shouldn't effect the plugins at all as if there isn't data for a block of water or lava it just uses the default starting level for it

    btw i still need to grab those plugins to test against
     
  9. Offline

    Vlyn91

    The question is:
    I copied everything and then deactivated/activated the plugins on, off, on off....

    And in the end every plugin worked.. even fluid pumps, but only with worldguard and worldedit off.. the strange thing: Not on my live server on the original map :(

    Still testing.
     
  10. Offline

    mindless728

    i just tested with worldgaurd and worldedit just now and it worked fine for saving it

    though i just thought of something, i should probably stop the FluidPumps from starting on fire so when pumping lava they don't get destroyed
     
    smickles likes this.
  11. Offline

    Dominic

    Haha, yeah that would be cool if you could prevent the cloth (and peoples artwork) from going up in flames!
     
  12. Offline

    Vlyn91

    Nope, that would suck ;D there are easy ways to prevent wool of buring:
    a) just place one block on top of it... it doesn't start burning then!
    b) build a pipeline and use a water "cooling" system around it ;D

    Much more fun than just: oh, wool can't burn anymore... (And in this case: There are plugins for that! When you don't want wool to burn, then you maybe don't want wood to burn.. so use worldguard? Don't mix your plugins!)
     
    smickles likes this.
  13. Offline

    Dominic

    I agree partially with you, but I have a member in my server who loves to build with cloth. And having an option to prevent it from being flammable would be great. So the red wool doesn't accidently burn everything down. I don't want to get another plugin just for one thing.

    OR

    You could make it so the blue and red cloth blocks can be defined as true/false in the config? I could see this being a good solution
     
  14. Offline

    mindless728

    I was thinking that the source blocks (red and blue) would only be place-able by OP's, anyone else who places them does not turn them into FluidPumps but just normal cloth
     
  15. Offline

    Dominic

    That's a good idea too, OPs or possible permissions?
     
  16. Offline

    mindless728

    i am not doing permissions until bukkit has them integrated as that is a mess right now (different people have different permissions)
     
  17. Offline

    Vlyn91

    Agree... several permission plugins and so on.

    But then blue, red AND black should only be op! that would be great :)
     
  18. Offline

    mindless728

    yeah, black is give and take as it would be nice to allow users to clean up large spills themselves but at the same time putting it in an ocean can lead to some pretty detrimental effects on the fluid flow in that it makes them flow very slowly
     
  19. Offline

    Vlyn91

    Right, a normal pump does that also... but blue/red/black are very very dangerous.

    When players can't create unlimited fluids, they shouldn't be allowed to drain unlimited fluids ;D
     
  20. Offline

    Dominic

    I agree with the OPs then. It would be very nice to control red/blue blocks at least. I think the black blocks should be OP as well. That's what the pumps are for...draining areas of vast amounts of liquid?

    Also, I support lava not being able to burn the cloth because trying to pump out lava with cloth would be a nightmare...
     
  21. Offline

    mindless728

    well even the normal pumps are dangerous as if they start pumping out of say the bottom of the ocean into a 1x1x1 cube they can accumulate a very large amount of fluid and then release it causes tons of fluid flow events all in a split second (after hours of pumping), so saying that red/blue/black should be OP since they can cause havoc in the fluid system is meaningless as ordinary users without them could do this themselves with the non-OP pumps

    this is why i want fluids, after reaching some critical level, to destroy the blocks adjacent to them so that too much fluid isn't stored in a confined space

    also, i will get the non burning pumps in the next release, be warned that it will not protect wool as a whole or even certain colors, jut the fluid pumps
     
  22. Offline

    Dominic

    Hm yeah...but if someone really went into all the trouble to pump entire oceans into someones place... isn't that what the black cloths are for? I mean, it's possible for anyone to grief in Minecraft anyways with normal water or lava :|

    BUT in the example of your 1x1x1 cube, is it possible to just have it overflow? If you pump 12 blocks of water into 1 cube of space, shouldn't the other 11 blocks just overflow and drizzle off onto the side?
     
  23. Offline

    mindless728

    not if the 1x1x1 is an enclosed space where all sides a closed off (keep in mind that the pump itself can be used to enclose since it is solid), i have put large lakes into a 1x1x1 cube for testing to see how bad it slows down
     
  24. Offline

    Dominic

    Ahhhhh I see the issue now. Hm...Well yeah, you could do a mimic "pressure" system. If X amount of water gets shoved into Y amount of space break blocks in Z range. I heard detecting a 1x1x1 hole can be rather difficult though :|
     
  25. Offline

    mindless728

    thats why i was thinking that when a fluid reaches a critical level it just destroys all of the blocks adjacent and causes some fluid flows then if any of those get to high the same thing happens
     
  26. Offline

    Dominic

    I'd think that would be a welcome feature to realfluids on my end!
     
  27. Offline

    valdark

    I would instead like to see the "Pumps" break. Instead of breaking the area break the pump. Have the pump cease to function if there is insufficient space at the receiving end.
     
  28. Offline

    mindless728

    going to make it editable and different for each fluid
     
    smickles likes this.
  29. Offline

    Vlyn91

    Would be awesome :) You could even mine with water then!
    Just watch out: It should be a really big value, or you'd break things rather than the water is climbing one Z-Level up ^^

    Btw.: This pumping in 1 cube was my "trick" for fluidbombs ;) But there are ways to get so many fluids into one system, that the result is a giant 100 blocks high "explosion" and a tsnuami.. till the fluid system slows down :D


    Btw2.: Invisible water still there, sucks. Realfluids on my live server = problem ;D
     
  30. Offline

    Dominic

    I had the invisible water issues but deleting the blockstorage data for the world helped fix the issue for me.
     
Thread Status:
Not open for further replies.

Share This Page