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 Real liquid

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tonyri
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PostSubject: Real liquid   Sat Oct 29, 2011 7:13 pm

To keep the mod as realistic as possible, we should either make finite liquid or use the finite liquid mod. Water doesn't multiply normally, so water should be one of the main things you will need to transport to your colonies. Water should be used up in the growing of crops hydroponically and because it is used for fuel, there needs to be a limit to it in space. Also, it would work as an ok coolant for engines. Water would also be used up that way. The finite liquid mod would be a good choice because it also includes air tanks that you can wear and have limited air. This would be one less thing to program. It also has a feature where if you put either lava or fire near iron blocks, it gets red hot and evaporates water. If this was shared with other metals, it would be realistic for overheating engines and would use coolants.
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fr0stbyte124
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PostSubject: Re: Real liquid   Sat Oct 29, 2011 10:54 pm

Finite liquids is a bit of a CPU hog, so at the very least it won't be in by default.
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Buggy1997123
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PostSubject: Re: Real liquid   Sat Oct 29, 2011 11:48 pm

fr0stbyte124 wrote:
Finite liquids is a bit of a CPU hog, so at the very least it won't be in by default.
5.0 Helps that a little, but thats true.
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Hierarch Fenway
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PostSubject: Re: Real liquid   Sun Oct 30, 2011 12:31 am

Ya, CPU hogs will probably not be implememted into MC or this mod very well... MC is already a CPU hog in its vanilla state (Which puzzles me, as the game LAGS HORRIBLY when i move through chunks too fast, yet SC II can be run at top settings) and more CPU usage can kill slower computers... Unless its optimized or the code improved.
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fr0stbyte124
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PostSubject: Re: Real liquid   Sun Oct 30, 2011 12:42 am

Java is designed for stability and portability, not for power. Modern games make heavy use of GPU power and hardware accelerated computations, like SSE and MMX, and are designed to make use of advanced shaders to hide lack of on-screen geometry. Also when you have static maps, you can make all sorts of optimizations. For instance in Team Fortress 2, there is nothing being drawn on the opposite side of shutters until they are opened. Other games might design levels around hiding loading points or make sure you can't see the whole thing all at once. Minecraft doesn't get any of that. But there are some things yet that can be done and I intend to do some of them for this mod, specifically with regards to increasing the draw distance significantly.
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Hierarch Fenway
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PostSubject: Re: Real liquid   Sun Oct 30, 2011 7:33 pm

Curse my little knowledge of Java! CURSE IT!!!

On topic: That makes a lot of sense, and explains why most Java things dont work very well on my computer.
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