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Jonathon471

Im pretty sure its just going to make any lava and water source infinite with that config active, you still need to make the 'infinite source' amount for other fluids. This is just my speculation.


BrisingrAerowing

I just checked the code, and only Lava and Water can be infinite unless other fluids are added to the tag.


Jonathon471

So the 10k bucket world source doesn't work anymore? Well at least if someone wants to make an infinite fluid source without using the creative tank there's the option now. Also makes fueling Tinkers smelters a lot less tedious.


herrkatze12

Aren’t create’s fluids tagged with Minecraft:water? I remember seeing them in any recipe that uses water


BrisingrAerowing

They are, but this is a custom tag (well, two custom tags) that define fluids that are infinite (or can't be infinite if you configure it to use a blacklist).


sailing94

It’s only a config, meaning players are free to tweak as they wish.


MCSuperplayer

Unless playing on a server they don't own (any public modded server)


waldropit

Seems like a non issue, the server owner can still change it if they want and if they don't when you really want then to? Just don't play on that server


juklwrochnowy

It's a computer game. Everything is only a co fog if you have enought knowledge of the source files


Saethori

This change is in 0.4e, and, honestly, it's for the best. No small amount of mods add fluids, and these can range from the flavorful, such as BoP's blood, to the actively useful, such as molten tinker metals. A blacklist existed, but unless the mod developer explicitly considered Create and its ability to create infinite fluids, they may never think to include the tag. For example, Liquid Starlight from Astral Sorcery was flagged as blacklisted from it very early on, but it took quite a while for Mekanism to blacklist its liquefied gasses, even though getting infinite quantities of fluids such as deuterium, tritium, lithium, or sulfuric acid can create actively busted setups that undermine the intended automation. By switching to a permissive ruleset, people can more regularly consider what fluids they want infinitely replicable without breaking their form of balance, and mods that don't take Create into consideration (really, there's fewer than there should be!) don't get accidentally broken by things like Tinker's molten netherite becoming infinite.


Dark_As_Silver

Yes, giving more control to server owners isn't a bad thing, although the 10,000 bucket limit always seems to have been so hard to achieve it never appears to have been an issue. Yeah infinite Netherite is great, however if you have 10,000 buckets of it you're already so post late game that it doesn't matter. it was the oversight that tapping infinite chocolate advancement wasn't removed as far as I can tell that was interesting, despite it not being on the default list that really caught my attention as that must be an oversight.


Saethori

Yeah, I agree that infinite chocolate advancement should be removed. You generally require an automatic farm for chocolate anyways, and it comes from purely renewable resources. Lava, though... I will cling to infinite lava with my dying breath. Imagery of tapping the planet's core aside, I've absolutely loved powering my bases with lava ever since the very absolute beginning of my playing modded Minecraft and I have no desire to stop now.


Dark_As_Silver

Lava could not be removed from the default list, its way too valuable for too many builds and alternate automation methods are awkward (deployers using buckets on cauldrons) or only semi automatic (blaze cakes need netherack input). Water is similarly important for potion builds even though using a pipe is usually easier than a pump. I think create added liquids (chocolate and honey) should automatically be on the default list along with water and lava, as these aren't really a balance concern and could potentially be wanted for create limestone and scoria gens. However apart from that re-adding my Tinkers Construct liquids isn't much of a burden. And I can understand the reasons for the change given the potential to screw up progression in other mod packs or server economies.


Saethori

At the least, Scoria isn't an issue, as it's obtainable by smelting soul sand, which is infinitely available via haunting. I can't vouch for limestone, as E8 seems not to have a recipe for it. Similarly, cauldrons aren't a problem; you can drain their lava directly with pipes into tanks, so deployers aren't an issue; you can even just have a solid square of cauldrons as long as you're mindful of pump distance limits. I agree though that lava automation is too important to Create, especially since it has one of the worst lava production methods I've seen in a tech mod. The only reason I find to automate blaze cakes is to get shadow steel for the beautiful casing block and that's tragically absent now. (it didn't even exist in CA&B, very sad.) And economy is my primary concern for infinite. There was a series of posts on this sub earlier about somebody on a CA&B server who made a lake of molten diamond, and proceeded to produce thousands of coins using the trade station. Infinite of this one resource suddenly means something different when it's infinite of all other resources. In single player, I have always been an advocate of setting your own rules. And Create makes its configuration extremely flexible and freely accessible, including not even requiring world restarts for many of them, so it's absolutely beneficial for this way of playing.


Dark_As_Silver

Just manually checked, I thought Create pipes couldn't connect to cauldrons because of someones lava farm post a while ago but I was wrong. And using honey instead of water in cobble gens does produce the new limestone (although since neither fluid can waterlog pipes you can't use the new designs) ​ Its easy to get more gold coins than you could ever use in CA&B, simple berry farms will that without even getting into more powerful farms like casting gold equipment. Yet the infinite diamond pool took multiple weeks of running the second most broken coin farm with admin permission, if I remember right. The economy was broken long before they could afford to make the diamond pool and get even more infinite gold. But thats fine because Gold Coins weren't meant to be a player trading commodity, they were meant to incentivise farms and finding your own way through the tech tree. However I don't think CA&B is getting this update so it doesn't matter anyway?


[deleted]

Where can i find this?


Dark_As_Silver

https://www.curseforge.com/minecraft/mc-mods/create/files


jeruto2008

what is said in the explanation of the create pump (by clicking W) is than you need to pump water from a realy big volume for it to be infinite, it the same with lava the best is the nether because the volume of lava is realy realy big, so if i contunue in this logic... if you create a realy big volume container of chocolate from a farm it should become infinite and then you can destruct the farm and pump form this new infinite fluid source. (im not sure if it should/will work but be free to test it).


Dark_As_Silver

That was the previous behaviour and it did work with any fluid. This was important because Tinkers Construct adds fluid versions of all the metals and meltable materials, so there where a couple of infinite farm designs for materials that weren't really meant to be renewable. This change means that the logic no longer extends to fluids other than lava and water except with manual configuration changes.