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delvr

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Everything posted by delvr

  1. Hello players, this add-on introduces real flowing rivers, with a true current, to TFC. It is also a standalone mod for vanilla Minecraft, but contains special support for TFC worlds. These rivers are generated in the world using custom non-decaying flowing blocks and are much larger than anything the player could create using buckets. They originate in multiple sources and flow down the terrain through slopes and waterfalls, joining together into wider rivers until they reach the sea (or the old-style sea-level static rivers). They are considered fresh water for TFC purposes so you can drink from them, and cattails grow along their banks. Keep in mind this is still an alpha release. Rivers are fairly short and don't always appear in ideal places, but this will improve in time. Please see the FAQ section below for explanations of various known issues, including tips on finding a river. Let me know of any other bugs you encounter or suggestions you may have. Here's a sample picture from version 0.2, featuring the new underground river tunnels: (Taken using TFC 0.79.28 seed 6121434878972608106 at coordinates 336 149 693) Here's a sample picture from versions 0.1.x which featured canyons instead of tunnels: (Taken using TFC 0.79.15 seed -8787588510830975493 at coordinates 78 152 -8574) And here's another picture from versions 0.1.x, with shaders. (To enable shaders with Streams blocks, read the FAQ below) (Taken using TFC 0.79.15 seed -3611466081960989596 at coordinates -984 144 -8315) Compatibility The current version of Streams is compatible with TFC 0.79.16+ and requires Forge 10.13.1.1217 or newer and the Farseek API version 1.0.4 or newer. Version history is available along with the file downloads on curse.com. Note: Different versions of TFC can use the same version of Streams but require different versions of the Farseek API: TFC 0.79.23+: Farseek 1.0.9+ TFC 0.79.16-22: Farseek 1.0.8 Download To install, download both Farseek and Streams jars and place them in the "mods" subdirectory of your Minecraft install alongside TFC. (On Windows, that's %APPDATA%/.minecraft/mods.) If upgrading from an earlier version, make sure to delete the old jars. FAQ How do I find a river? For a quick demo you can try the seeds and coordinates from the sample pictures. Otherwise besides walking along coastlines, you can use the game log as a shortcut to find rivers. The log file is log/latest.log. (You can also view the console in real time: in the launcher go to "Settings" then turn on "Keep output log when game starts" and use "Filter" at the top left to find "Streams".) Then when you generate a world, look for an entry like "[06:07:42] [server thread/INFO] [streams.world]: River at tp -24 67 -161". This gives you the coordinates of a river, and you can copypaste it as a "tp" teleport command if you're in Creative mode. I find that I get a river on initial world load about half the time, so if you don't get one just keep trying. How do I make shaders work with the river blocks? You need to specify the block IDs in your shader configuration. Enable the game log (as explained in the answer above) and look for a message starting with "Shader configuration". There you will find a pre-formatted configuration line to put in the specified config file. The block IDs will also include TFC water blocks, but will change with every combination of mods so make sure you re-check it when adding/removing mods. Does this mod replace the existing static rivers? No, the old-style sea-level no-current rivers are still around. In fact you will often see flowing rivers terminating in those. Can I get rivers in my existing world? Yes, but it probably won't look good. You'll get a patchwork of incomplete river pieces where new and existing chunks meet. You can still do it if say, you're committed to travel far away from your current location, but the mod will warn you to backup your world before proceeding. Streams won't perform the backup for you so make sure you do it! Can I create my own rivers? Not at the moment, as the custom flowing blocks are not available to the player. You can alter the existing ones somewhat by digging the shorelines, the rule being that two river neighbors will combine into a new river block by averaging their currents. However a channel dug away from a river behaves as normal decaying water. Later I might add a special bucket that creates custom flows. Can I boat on the rivers? Sure! Give it a try. If you just drift along you shouldn't reach boat-breaking speed. Note that boats have always been rather buggy and more so with river flows. You may experience some desynchronization. Are there any underground rivers? How about rivers of lava? Rivers do sometimes form tunnels in recent versions although they don't flow below sea level. Lava rivers are all planned for an upcoming update. Why do I sometimes see rivers crossing each other or sources halfway in mid-air? I haven't found out why but I'm working on fixing those. Where is the source code? It is now available on GitHub. Please note that the code is in Scala (not Java) and that most of it will be replaced as part of an upcoming major rewrite. How can I help with the mod? There's many ways! You can give feedback, report bugs, help with profiling performance, post screenshots and videos, or donate through the Paypal button below. All help is greatly appreciated! (Note: This post was adapted, with TFC-specific information, from the original thread on MinecraftForums.)
  2. Alright, just released v0.3.4 which should fix this (along with a minor 2-year old issue because why not). Let me know if it works for you!
  3. It's to enable shaders for Streams blocks. Check the top post FAQ "How do I make shaders work with the river blocks?" for details.
  4. Don't worry, I still get notifications for this thread. I see someone - I assume you with a different handle - made an issue on GitHub so I'll update that with my findings: https://github.com/delvr/Streams/issues/63
  5. Hello again, there were some issues with TFC in the recent 0.3 release so I just uploaded v0.3.1 with TFC-specific fixes, notably for the soil types near streams as well as general performance. Note however that due to cave-related optimizations, streams may appear in different spots compared to 0.3 so please generate new worlds when using this version. Cheers, -delvr.
  6. Hi players, I've released Streams 1.7.10-0.3 for Farseek 1.7.10-2.0 which backports some of the fixes made in recent versions for vanilla, and adds some experimental performance improvements for TFC. Please give it a try and let me know if runs better for you. There's also a new, configurable version of Repose which you can find here. Cheers! -delvr.
  7. 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.
  8. 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.
  9. 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.
  10. 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!
  11. Oops that's right, i should fix that. I guess we both, in our own unique way, had to RTFM :-)
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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
  19. Thanks for reporting this Red3Tango, I will take a look.
  20. 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.
  21. 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
  22. That's really nice! I like how you integrated the waterfalls in the design. Nice use of planks for custom fences, too. Keep up the good work!
  23. That's awesome, thanks! Can we see some pictures? :)Also I just released a compatibility update for the Farseek API (1.0.6). Again there's no feature changes but if anyone's been getting startup crashes with other mods, give it a try.
  24. I released patch 1.0.5 for the Farseek API that fixes a crash with Immibis mods and Mekanism. There are no feature changes so you only need to update if you want to play with those mods.
  25. Thanks for letting me know! I'll take a look. Thank you so much for your comment! I love to read stuff like that, gets me motivated to create more.