SevTech: Ages of the Sky

SevTech: Ages of the Sky

1M Downloads

Rocks Ruining Water + Snow Floating On Rocks

TechnicalScrivener opened this issue ยท 3 comments

commented

I don't know if this is a "bug" per se, or if it is an oversight, but this is very immersion breaking. This modpack is capable of having beautiful landscapes, but whenever I come across a river or any body of water, I get disappointed when I just see pockets of air in it caused by rock spawns. And since obstructed water does not re-settle due to removing the ability to create infinite water sources, breaking these rocks just creates flowing pockets of water that look terrible and push you around if you are to ever need to come into contact with it.

There are a couple ways I could foresee fixing this:

  1. One option is to make it so the rocks break upon spawning similar to how I have noticed the wild berry bushes and if I recall correctly, maybe other plants... How they seem that they were spawned in an area on a river or beach, but are floating on the top of the water. The rocks currently seem to just be placed on the land under the water, creating pockets of air. I haven't done any testing to see if water breaks berry bushes by simply flowing on to them, but I have noticed that at the very least they do get broken upon spawning in water.

  2. Another would be to make it so that water can flow on rocks, similar to how water can flow on seaweed or similar blocks in Minecraft without breaking it, but it doesn't create pockets of air since the blocks can merge in a sense without obstructing one another. This of course would mean that rocks would not be able to stop water.

  3. Another option, is to just code it so that like other blocks and generated features, it doesn't spawn in or on water when it detects water is also being generated in that section.

I don't mean to come across telling you how to do certain things, but I figured since I have the time and have noticed these issues, I figured that even if there was a chance that this feedback could be helpful, I wanted to include it. I really like this mod and I want to see it become the best that it can be. I don't expect any of my solutions to be used, but at the very least I hope they will save you some time in troubleshooting the issue and finding solutions for it.

I've also noticed snow hovering above rocks as well, which is less of an issue but I still believe it to be an issue. This is probably partially due to items being able to be placed on top of placed rocks. It isn't just a visual issue since you can walk on the snow on top of the rock meaning it acts like a normal sized block, and the fact it looks so wrong and out of place doesn't help matters either. But at least it doesn't damage the environment and isn't incredibly difficult to terraform away.

Modpack Version: 3.1.2 Hotfix 1

If more information is needed, please let me know and I will provide it. I didn't find it necessary to follow the traditional format since I already gave you enough to read, and I didn't find the other things necessary since this doesn't appear to be a specific bug, but an oversight in general which will happen to everyone's game, therefore it is very easy to reproduce.

Thank you for your time.

commented

@TarnilCorvax: hello! ๐Ÿ‘‹

This issue is being automatically closed because it does not follow the issue template.

commented

Of the options listed, only 3 is really feasible. 1 would still leave voids in the water, whilst 2 isn't possible in Minecraft 1.12 as waterlogged blocks were added in the aquatic update (1.13) and this pack will not be moving to a new version of Minecraft. It would take more than a year of work to bring you something you already had, but the rocks look slightly nicer.

The problem with 3 (or 1) is a lot of the rocks seen underwater are the disguised samples from geolosys. In later ages, most will become visible samples. To make it possible to find ore deposits, these are placed in the same chunk vertically above the deposit. What should happen if there is water above? Failing to mark deposits because there's a river or lake or ocean above them just inconveniences players.

At this time I think the immersion break of underwater rocks is a reasonable trade off for consistently marking the position of deposits.

commented

At this time I think the immersion break of underwater rocks is a reasonable trade off for consistently marking the position of deposits.

Would it be possible to instead make a block type which would replace the normal block on the surface (rather than being placed on top of said surface block like the current rocks) that signifies the deposits when they are underwater? They could be variations on common blocks like dirt or sand, but noticeably different. I feel like they don't have to be rocks. I'm fairly certain there is a possible work-around for this. Whether it is to make the samples that appear underwater be signified by blocks, or change it so that all samples are signified by a different block type or some other unobtrusive modifier.

I'm leaning towards the idea that only deposits underwater will get a treatment like a different block type instead of a rock signifier. And upon breaking such a block (without silk touch,) it would drop the same things that any normal ore signifier would drop.

It may not be a completely game-breaking and pressing issue, but I really do believe there are ways to fix this without having to put too much time and resources into doing so. I don't think it would require things like the aforementioned having to port to 1.13, it just needs a little thinking outside the box or simple workarounds.