Daggett Beaver
New member
@Tin:
The main problem is not players transferring water in Buckets, the main problem is players manipulating the landscape around water bodies.
How should the game react when a player digs a tunnel from a 50 tile body of water to a 8x8 tiles hole? Should the game generate 14 additional water tiles so the water can fill that hole? Should the water just disappear because it isn't enough to fill that hole? Should there be 14 tiles of water just missing, forming strange gradients?
One solution would be to make it a bit more like Terraria, where fluids can fill a block partially (like 25%, 50%, 75% and 100% filled), this way the gradients wouldn't look as strange... but i can imagine that this needs a lot of resources in a voxel game.
The main problem is not players transferring water in Buckets, the main problem is players manipulating the landscape around water bodies.
How should the game react when a player digs a tunnel from a 50 tile body of water to a 8x8 tiles hole? Should the game generate 14 additional water tiles so the water can fill that hole? Should the water just disappear because it isn't enough to fill that hole? Should there be 14 tiles of water just missing, forming strange gradients?
One solution would be to make it a bit more like Terraria, where fluids can fill a block partially (like 25%, 50%, 75% and 100% filled), this way the gradients wouldn't look as strange... but i can imagine that this needs a lot of resources in a voxel game.
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