[Mod] Waterfalls [v1.0]

Termos
Member
 
Posts: 229
Joined: Sun Dec 16, 2018 12:50

[Mod] Waterfalls [v1.0]

by Termos » Sun Jan 13, 2019 18:33

Adds water erosion, so flowing water appears to obey gravity a little bit more and forms somewhat more realistic looking waterfalls.

Warning: This will destroy some nodes, don't use near anything important until you get the hang of what it does.

Jan 17, 2019 version 02 changes:
- found a way to reduce horizontal spread of initial splash even further
- added ledge_height parameter in waterfalls.conf. default 3 details

March 05, 2019 Confirmed working with 5.0.0 and upped version to 1.0, no real changes.


Usage:
- place a regular water source on a hill side, try to find a logical spot - concave slopes around 45 degrees seem to work the best, usually found at an intersection of two hills.
If placed on a convex slope, it will destroy a large area, placed on top of a hill it will probably destroy the whole of it.
- best put the source on top of a stone node, don't place it on "crumbly" nodes (dirt, sand etc.) or it will get removed in the process.
- don't place on desert hills with sandstone core. (sandstone node groups are more like dirt/sand than stone), unless you want it to be leveled out.
- affects regular water only, river water works as usual in order not to mess up the valleys mapgen.
- after everything's done, the mod can be disabled, waterfalls will stay.

Images:
+ Spoiler

Download:
waterfalls.zip
v1.0
(120.57 KiB) Downloaded 93 times

License: MIT
Depends: default
Mapgen: any
Installation: Extract zip contents into [minetest]/mods directory, then select world -> configure to enable 'waterfalls'
Last edited by Termos on Tue Mar 05, 2019 19:03, edited 7 times in total.
 

User avatar
voxelproof
Member
 
Posts: 903
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [Mod] Waterfalls

by voxelproof » Sun Jan 13, 2019 20:25

Termos wrote:Adds water erosion, so flowing water appears to obey gravity a little bit more and forms somewhat more realistic looking waterfalls.

Warning: This will destroy some nodes, don't use near anything important until you get the hang of what it does.


Seems very promising. I wonder if it could be employed to simulate dam failure ;) Going to check this out in experimental world.
Game is the essence of life; therefore every good game makes life better.
 

Termos
Member
 
Posts: 229
Joined: Sun Dec 16, 2018 12:50

Re: [Mod] Waterfalls

by Termos » Mon Jan 14, 2019 14:26

Depends on what exactly you have in mind, this particular set of algorithms perhaps not, but the general approach could be appropriate.

The algorithms are basicly cellular automata, they don't care about the grand scale of things, the only thing they care about is what a particular node and its immediate neighbors are.

Actually this question made me think how to implement gradual draining of water from a reservoir through a crack in a dam. Tricky stuff to do with regular water, but with special nonregenerable water maybe it could be done.
 

User avatar
voxelproof
Member
 
Posts: 903
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [Mod] Waterfalls

by voxelproof » Mon Jan 14, 2019 15:06

Termos wrote:Actually this question made me think how to implement gradual draining of water from a reservoir through a crack in a dam. Tricky stuff to do with regular water, but with special nonregenerable water maybe it could be done.


This is more or less what I meant. If your code makes water behaving in different ways depending on particular sets of neighbouring nodes, then with certain tuning of these properties it would require certain constrictions on material used and arrangement of different types of nodes in building dams. Reservoirs can be easily filled with water using World Edit.

Dam failure resulting in flooding the area below should perhaps affect buildings, trees and so on. Haven't tested your mod yet, but I think it is doable at least to a limited extent (i.e. affecting nearby structures standing on the slope directly below the dam).
Game is the essence of life; therefore every good game makes life better.
 

Termos
Member
 
Posts: 229
Joined: Sun Dec 16, 2018 12:50

Re: [Mod] Waterfalls

by Termos » Mon Jan 14, 2019 18:34

That's a fun problem, I have a model of 'roaming sources' algorithm on my mind which should work with liquid_renewable set to false, that would work on a small scale - that's because stuff happens only within active block range which is quite limited.

It probably could be done on a large scale with voxelmanip, but there comes the problem of determining which chunks to load, and there's more and more of them and they need to be updated quite frequently, so things go downhill fast from there.

____________________________________________________________________________________________

Back to waterfalls, my #1 favourite so far.
Source placement is the key.

Image
Image
 

User avatar
voxelproof
Member
 
Posts: 903
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [Mod] Waterfalls

by voxelproof » Tue Jan 15, 2019 14:11

Termos wrote:That's a fun problem, I have a model of 'roaming sources' algorithm on my mind which should work with liquid_renewable set to false, that would work on a small scale - that's because stuff happens only within active block range which is quite limited.

It probably could be done on a large scale with voxelmanip, but there comes the problem of determining which chunks to load, and there's more and more of them and they need to be updated quite frequently, so things go downhill fast from there.

____________________________________________________________________________________________

Back to waterfalls, my #1 favourite so far.
Source placement is the key.


I've noticed that your mod makes a nice landscaping tool, however not sure if in the way it was intended. I mean that the water composing waterfalls quickly vanishes, sinking into the ground below. So it looks that it in fact suits well better simulating damage made by the flooding (like in the mentioned example of failing dams) than creating permanent waterfalls. I know that the process can be stopped by disabling the mod, but the landscape looks more consistent when all the flowing water is that of river type.

Below I post a sequence of pictures depicting this landscaping techique; the river uphill is hand-made by me after washing down the soil by your mod.

By the way it brought me to the idea of improving the terrain generation by removing soil form the steeper slopes.

Image

Image

Image
Attachments
w3.png
(518.74 KiB) Not downloaded yet
w2.png
(549.2 KiB) Not downloaded yet
w1.png
(509.32 KiB) Not downloaded yet
Game is the essence of life; therefore every good game makes life better.
 

Termos
Member
 
Posts: 229
Joined: Sun Dec 16, 2018 12:50

Re: [Mod] Waterfalls

by Termos » Tue Jan 15, 2019 17:05

voxelproof wrote:I mean that the water composing waterfalls quickly vanishes, sinking into the ground below.

True, happens sometimes, that's because liquid_range is hard capped at 8 nodes. This is one of the reasons why source placement is so important.
Best way is to look at the slope and try to visualize how real water would flow, if there's a plateau along the way, water will probably stop there, if there's a convex slope like on the pictures above, probably all of it will be stripped of soil.

If the spot is right, it should be ok, or sometimes a couple of nodes need to be removed to get it flowing again.
Getting it right just takes some practice.
 

Termos
Member
 
Posts: 229
Joined: Sun Dec 16, 2018 12:50

Re: [Mod] Waterfalls

by Termos » Thu Jan 17, 2019 17:08

Version 02

Changes:
- found a way to reduce horizontal spread of initial splash even further
- added ledge_height parameter in waterfalls.conf. default 3

apart from controlling ledge height obviously, this parameter also affects the probablility that water stops flowing prematurely. If ledge height is x, you can expect it may stop flowing if it goes in diagonal direction and slope gradient becomes milder than x:4

That's because max liquid range is 8, which makes it a 4 in diagonal terms.
Of course it will surely stop flowing on a flattish surface, there's no way around except for adding some water sources manually.
 

User avatar
voxelproof
Member
 
Posts: 903
Joined: Sat Aug 05, 2017 08:13
Location: Europe

Re: [Mod] Waterfalls

by voxelproof » Thu Jan 17, 2019 22:04

Termos wrote:Version 02


Seems much better, water flows persistently now. Anyhow, now I must build a huge dam 8D

Image

Image

Image
Attachments
w6.png
(456.7 KiB) Not downloaded yet
w5.png
(455.12 KiB) Not downloaded yet
w4.png
(488.96 KiB) Not downloaded yet
Game is the essence of life; therefore every good game makes life better.
 

Termos
Member
 
Posts: 229
Joined: Sun Dec 16, 2018 12:50
 


Return to Mod Releases



Who is online

Users browsing this forum: No registered users and 10 guests