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    • Crysyn

      Only help if you can be helpful

      Hey All, A topic has come up of late in the IRC channel in regards to the general feel of the forums and the community that supports them. Things have progressed further than I would have liked with out this being addressed more publicly because I would much rather have snubbed this out sooner rather than later.. but I have been busy. Here is the general rule I would like people to follow: Wheaton's Law "Don't be a dick." Those of you from the IRC channel know that this is the only rule I ask people in there to follow and we generally have a good and lively time chatting about all manner of things. This is basic rule that just about everyone understands and I am going to expand it to the forums from here moving forward. If you can not help people in a helpful and polite manner then I simply ask you to stop. Now I generally take a back seat to moderating the forums as I like to participate in the suggestions forum fairly heavily at times and would rather do so as a forums user than a moderator. But I am also fairly well known for being the person who constantly puts their foot down and so I am stepping up and doing so on here. If you find yourself unable to respond to a message politely then I ask that you do not respond. This mostly focuses on the increasing level of hostility found within the Suggestion forum as well as the Server forum. I do not care if this is the 30th some odd time you have seen someone make the same suggestion. Or even if the new post on an older topic is one entry above the old one. I expect the members of this forum to respond politely to the user, new or old, and point to the older topic if it applies and even go the extra step to suggest they either add in new information or to summarize the outcome of the previous discussion based upon the new post's entry into it. That is what we are here for, that is why I close most topics instead of deleting them, so that they can be found and referenced down the road. The next topic is the slew of derailment attempts I have seen as of late. If you want to have fun and joke around that is what the off topic forum is for and pretty much anything goes there. I do not expect to read a suggestion thread and have to go through 3 pages of image memes people have shot back and forth. Quite simply this is a waste of my time to read and then have to clean up. Now for the summary. I am going to start taking a more active role, especially in policing the suggestion forum, and handing out warn levels to people whom I see doing this. These will be indiscriminate and applied not to just the first person who derails or is impolite on a topic or response, but to everyone whom follows the lead of that person. As I do not like doing things with out giving you all warning this post shall serve as that warning. If you have a desire to bring this topic up with me then I invite you to do so on the IRC channel. Lets raise the level of quality and grow the community. Let us not descend into the quality often found on the minecraft or league of legend forums. There is simply no need for that here. Be passionate about things, just do not be abusive.
    • Kittychanley

      Offline Servers

      Recently I've seen a few server listings showing up on the first page of the Servers forum that have been closed for an extended period of time, but have recently gotten a reply from a new member who didn't realize the server is offline. To help prevent this from happening in the future, it would be greatly appreciated if you could use the report function on the original post of any servers that have been confirmed as offline, so that the topic may be locked. If you are the admin of a server and plan on taking the server offline, please use the report function on the original post of your topic to let the TFC Staff know that the topic should be locked. If you are the admin of a server that has a locked topic, and would wish to bring the server back online, please use the report function on the original post of the topic to let the TFC Staff know that the topic should be unlocked. As always, please remember to follow rule #3 of the servers forum and update your topic title to contain the version of TFC that the server is currently running. You can do so by editing the OP, and then clicking on "Use Full Editor."

delvr

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About delvr

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  • Location Boston, MA
  • Interests Minecraft, TerraFirmaCraft, Dwarf Fortress, Banished, RimWorld, Scala

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  1. Hi vladthemad, there's no config file but I just made the pre-tunnels 1.7.10 version available at https://minecraft.curseforge.com/projects/streams/files/2261828.
  2. Glad you made it work! Some water-related mods only work with "flat" river blocks and others only with "slanted" blocks. See my explanation here.
  3. Yeah that's not normal. I think Streams saw a bunch of solid blocks in the trunk and thought it was underground so it dug a tunnel through this poor tree. :-) That's computers for ya... I'll see if I can fix it.
  4. Thanks WillOfStone! I appreciate it. While it's true that updating Streams in an existing world should not affect current rivers, there's no guarantee that partially-generated river zones won't get messed up this way. The incremental upgrade should place rivers in the same spots for a given seed, but the elevations might change which could lead to weirdness between old and new chunks. So if you still want to try upgrading an existing world, be sure to make a backup!
  5. Oops that's right, i should fix that. I guess we both, in our own unique way, had to RTFM :-)
  6. Hi ChunkHunter, this refers to the steps for finding the game log in the entry "How do I find a river?". Let me know if you can't find the shader config message there.
  7. Hi guys, I've just released Streams version 0.2. This new version replaces the unpopular river canyons in mountains with spooky underground tunnels for you to explore. This is an incremental update of the current generator, that preserves existing river layouts while swapping caves for canyons (and changing the elevations a bit). So if you've been saving a cool mountain seed that was disfigured by river canyons, you can generate a new world with that same seed and see if the rivers look nicer now. A new sample seed and coordinates is provided in the top post for those wanting to give the new tunnels a quick try. (The sample 0.1.x seed will also has some now.) Have fun rafting and spelunking, and let me know of any issues. p.s. I've also released a patch to the Farseek API (1.0.11) that attemps to fix a worldgen crash with certain mods. Updating is not necessary to use the latest Streams, but is recommended.
  8. Streams river blocks use metadata the same way normal water blocks do - to track the height of water that fills less than a full block. However most river blocks do fill a full block height and thus have a metadata value of 0, so many items that interact with it will view it as non-flowing ("source") water. So generally if you're using an item that expects flowing water (metadata >0) such as a gold pan, it will work only on the portions of streams that are less than a full block in height, such as gently sloping surfaces. If you're using an item that expects source water (metadata = 0), it will work only on full-block, flat river sections. Items that only care about the block's Material being water will work everywhere. Items that look for specific water block IDs are evil and should be changed to something more mod-friendly.
  9. For any modders here interested in the internals of Streams: I just released v0.1.6. It's only a Forge version upgrade but more importantly, it's the first version of Streams to go open-source on GitHub: https://github.com/delvr/Streams . If I may quote a warning from my post on the main Minecraft Forums: I originally planned to wait until the ongoing river rewrite is complete to open-source the code, partly because the code as it stands is a big mess and very little of it will remain intact in 0.2. But since the new version is taking longer than anticipated, I want to give the modding community a chance to tweak the current version and perhaps improve compatibility with their own mods. That said, please keep in mind that in addition to being Scala (not Java), this is ALPHA code and it's very light on comments compared to the Farseek API. The fixed-flow river blocks will remain relatively stable in the next version, but the complex river components (based on hand-drawn flow plans that get translated, rotated, mirrored and stretched) will be completely gone and replaced with curves drawn across the boundaries of a drainage basin grid. So while suggestions for tweaks are welcome, I can't recommend anyone trying to make major changes within the old river component framework at this point. Meanwhile I'll still be working on 0.2 whenever I can, and posting both the WIP source and pictures once they're stable enough.
  10. I just uploaded a new version of the Farseek API (1.0.9) that makes Streams compatible with TFC 0.79.23+. You don't need to update Streams itself, only Farseek.
  11. I see this thread is marked [solved] so this might not be needed, but I'd like to share some information from my investigation of a similar problem with Streams (http://terrafirmacraft.com/f/topic/7850-tfc-07917-streams-real-flowing-rivers/?p=110832).Some TFC generators are not using the standard +8 x/z block offset when populating chunks with objects such as trees. This means that instead of generating in a 16x16 zone centered on the intersection of the 4 chunks being populated, they generate in the Northwest chunk without the benefit of a full 8-block buffer around them. So a branch radiating out of a tree trunk at position (0, 0) may well reach out into a neighboring chunk to the North or West, causing recursive generation of new chunks. The fact that the "tendrils" are all headed Northwest is surely no coincidence here. That said, if this happens mostly in oceans it's not likely to be caused by trees but it could be a variety of other things such as (making up an example) a piece of seaweed checking its neighbors during generation for some reason.For the tree-gen case seehttps://github.com/Deadrik/TFCraft/blob/Build79/src/Common/com/bioxx/tfc/WorldGen/Generators/WorldGenForests.java ; you'll see that generateJungle uses the offset (lines 220-221) but not generateForest (lines 60-61). I may have overlooked something like the offset being applied later, but the inconsistency here is worth investigating.
  12. I looked into this and as Bunsan suggests, it doesn't seem that Streams is directly causing the excessive chunk-gen recursion seen here. It might be causing it to happen more often since it generates chunks at a further distance from the player than most other structures.Not sure about the root issue, but looking at the TFC tree gen code (seen in the crash log) I notice that not all generators are using the standard +8 offset within the 4-chunk group being populated (i.e. they spawn in the North-West chunk instead of at the intersection of all 4 chunks). This means that the trunks don't have a full 8-block buffer around themselves and can cause recursive generation in their neighbors. Bunsan - perhaps the devs could take a look at this?The code I'm referring to is in https://github.com/Deadrik/TFCraft/blob/Build79/src/Common/com/bioxx/tfc/WorldGen/Generators/WorldGenForests.java; you'll see that generateJungle uses the offset (lines 220-221) but not generateForest (lines 60-61). And it doesn't seem like the individual tree generators are doing it either, unless there's something I overlooked. Edit: I added this information to the related thread at http://terrafirmacraft.com/f/topic/8470-solved7920-tfc-generating-chunks-off-into-the-ocean-performance-craters/?p=110835
  13. Thanks for reporting this Red3Tango, I will take a look.
  14. I'll take a look and see if I can change this, it depends on how these mods check for valid water to use with their items or actions. Also Streams should indeed be compatible with the latest TFC (thanks Kitty for answering) so if you find a regression bug please let me know. In other news I'm still working on the next major update, sorry I haven't posted much but I'll start providing screenshots as soon as the big infrastructure rewrite is done. Thanks everyone for their patience.
  15. Good question! Answering takes a bit of technical explanation. Most of this stuff I've learned fairly recently so I might be wrong on some details. I assume the error you refer to is "Expecting a stackmap frame" as seen here: http://pastebin.com/aU0yc5LF Missing stackmap frame errors are caused by ASM method patches not recomputing frames in the methods they visit. Stackmap frames are a snapshot of the expected state of local and stack variables at various points in the function, and are mandatory in modern (JDK7+) classes. They can be ignored by using the FailOverToOldVerifier VM option, but not everyone uses or even knows about it and support for it is not garanteed in the future. So what many mods do is using the COMPUTE_FRAMES flag in their ASM ClassWriters to recompute all frames manually, but the implementation of that flag causes extra classes to be recursively loaded during transformation through the classloader's getCommonSuperClass(), which can cause major problems in Forge for reasons I don't yet fully understand. I hear that some modders are using a classloader with a custom implementation of getCommonSuperclass; in my case I chose to visit the stack frames manually (with MethodVisitor.visitFrame()) instead of using COMPUTE_FRAMES since I have a small amount of generic ASM code in my method patching API. You can see my implementation (in Scala) here: https://github.com/delvr/Farseek/blob/master/src/main/scala/farseek/core/MethodReplacer.scalaSo it's a difficult problem; even the Forge devs are having trouble with it. See the comments on this recent Forge commit: https://github.com/MinecraftForge/MinecraftForge/commit/06398fa25990b458ee3183e0cf9066a3a75f221e