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20:43 |
Krock |
will merge game#2608 in 5 minutes |
20:43 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2608 -- fix collision between water types with waving water on by KaylebJay |
20:44 |
sfan5 |
I think it was intentional that river water does not wave |
20:44 |
sfan5 |
the justification was that it's not an ocean |
20:45 |
sfan5 |
perhaps the engine can somehow fix waving + non-waving water being next to each other |
20:48 |
Krock |
hmm |
20:52 |
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20:54 |
jonadab |
Realistically, unless we want to fundamentally alter the way water works so that non-dry biomes naturally track how much water each dirt tile has and let it flow downhill to create streams that eventually become rivers and lakes and such, all water pretty much IS ocean water. |
20:54 |
jonadab |
I mean, it's all at sea level or below. |
20:54 |
jonadab |
(Unless a player uses a bucket to transplant it.) |
20:54 |
sfan5 |
we had finite water once years ago |
20:55 |
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20:56 |
jonadab |
The current water mechanics seem quite strange if you are expecting real-world things like water pressure to happen. |
20:56 |
Krock |
well, it was a bit buggy |
20:56 |
jonadab |
But realism doesn't necessarily make a game better. |
20:58 |
jonadab |
It *would* probably be reasonable to have a world generator that sometimes generates water above sea level, in small areas (lakes, ponds). |
20:58 |
jonadab |
But going all the way and fundamentally trying to make water do what real-world water does, is unlikely to be worth the effort, IMO. |
20:59 |
jonadab |
The "rivers", as they exist now, are really channels. Which is fine. |
21:00 |
jonadab |
There's no upstream or downstream, for example. Everything's level. |
21:01 |
sfan5 |
have you tried the valleys mapgen? |
21:01 |
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21:01 |
jonadab |
sfan5: I haven't, as yet. |
21:02 |
jonadab |
I should probably play around more with the different mapgens that exist. |
21:02 |
jonadab |
Actually, now that I think of it, if I were going to think of a way to improve water with regard to mapgen, my instinct would be to include subterranean lakes in some of the caverns. |
21:03 |
p_gimeno |
jonadab: have you tried watershed? |
21:03 |
jonadab |
Could be generated in a similar manner to how lava is generated. |
21:03 |
jonadab |
p_gimeno: Is that a mod? |
21:03 |
sfan5 |
the reason I am asking is because valleys has a more proper idea of what rivers look like https://a.uguu.se/kOqb86oFzXxi_screenshot_20200228_220243.png |
21:03 |
p_gimeno |
https://content.minetest.net/packages/paramat/watershed/ |
21:03 |
p_gimeno |
yes |
21:03 |
jonadab |
sfan5: Ah, interesting. Will have a look for sure. |
21:04 |
p_gimeno |
IIRC watershed was the inspiration for rivers |
21:05 |
jonadab |
I'll have to have a look at that too. |
21:05 |
p_gimeno |
err s/rivers/valleys/ |
21:06 |
jonadab |
I've begun playing around with a few mods recently. |
21:06 |
jonadab |
But only just begun really. |
21:07 |
jonadab |
So far, the mod that comes closest to having something I am tempted to think should be in vanilla, is moretrees. (Not _all_ of the trees in moretrees belong in vanilla; but some of them might. Willow, for instance, is really nice, apart from the lousy sapling sprite.) |
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23:59 |
rubenwardy |
Why were object IDs deprected and then removed from the API, and what is the recommended approach for an entity to keep track of another one? |
23:59 |
sfan5 |
when did that happen? |