Content: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Background: Slate Blackcurrant Watermelon Strawberry Orange Banana Apple Emerald Chocolate Marble
Pattern: Blank Waves Notes Sharp Wood Rockface Leather Honey Vertical Triangles
Welcome to TerraFirmaCraft Forums

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

  • Announcements

    • Dries007

      ATTENTION Forum Database Breach   03/04/2019

      There has been a breach of our database. Please make sure you change your password (use a password manager, like Lastpass).
      If you used this password anywhere else, change that too! The passwords themselves are stored hashed, but may old accounts still had old, insecure (by today's standards) hashes from back when they where created. This means they can be "cracked" more easily. Other leaked information includes: email, IP, account name.
      I'm trying my best to find out more and keep everyone up to date. Discord (http://invite.gg/TerraFirmaCraft) is the best option for up to date news and questions. I'm sorry for this, but the damage has been done. All I can do is try to make sure it doesn't happen again.
    • Claycorp

      This forum is now READ ONLY!   01/20/2020

      As of this post and forever into the future this forum has been put into READ ONLY MODE. There will be no new posts! A replacement is coming SoonTM . If you wish to stay up-to-date on whats going on or post your content. Please use the Discord or Sub-Reddit until the new forums are running.

      Any questions or comments can be directed to Claycorp on either platform.
delvr

[TFC 0.79.23+] Streams - Real Flowing Rivers

122 posts in this topic

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.

0

Share this post


Link to post
Share on other sites

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.

 

1

Share this post


Link to post
Share on other sites

To do that he would need a seperate ice block for each flowing water type. This would also only be a thing in TFC.

0

Share this post


Link to post
Share on other sites

First off, Great mod/add-on! Second though, I wonder if the flowing water could somehow be used with a gold pan, as it is in fact flowing water, just putting that out there to ponder over. Would kinda allow people to follow the river for panning, as long as you can amass enough gravel.

0

Share this post


Link to post
Share on other sites

The gold plan is simply looking for blocks of Material.water, with a damage value/metadata greater than 0 and that the player is right-clicking on the top side of the block underneath it. In theory, any mod liquid should already be extending Material.water, so the only compatibility issue I could think of would be if their flowing water doesn't use metadata to track flowing and all the liquid blocks have a damage value of 0.

0

Share this post


Link to post
Share on other sites

Nice mod, going to use it on my new world with  0.79.27 version and few other mods. I will try to report all bugs if they appears.

0

Share this post


Link to post
Share on other sites

For some reason we have a hard time filling Leather water sac in streams. Last night I dive in a river and was loosing oxygen, but still could not fill my Leather water sac.

Not sure if the problem is with "Streams" or "Leather Water Sac".

0

Share this post


Link to post
Share on other sites

I have the same issue - I came to the conclusion that the Leather Water sac doesn't recognise flowing water.

I haven't (yet) bothered to test this out on 'normal' running water, though :)

0

Share this post


Link to post
Share on other sites

The gold plan is simply looking for blocks of Material.water, with a damage value/metadata greater than 0 and that the player is right-clicking on the top side of the block underneath it. In theory, any mod liquid should already be extending Material.water, so the only compatibility issue I could think of would be if their flowing water doesn't use metadata to track flowing and all the liquid blocks have a damage value of 0.

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.

1

Share this post


Link to post
Share on other sites

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.

1

Share this post


Link to post
Share on other sites

The new tunnels look really cool!

1

Share this post


Link to post
Share on other sites

  • 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.

 

 

Erm...  There is no "answer above" - can you elucidate on this, please?

0

Share this post


Link to post
Share on other sites
  • 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.
Erm...  There is no "answer above" - can you elucidate on this, please?
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.
0

Share this post


Link to post
Share on other sites

(facepalm)

 

Thanks - I think what you're saying is "RTFM" :)

0

Share this post


Link to post
Share on other sites

For info:

In my console log I see the following:
"edit your shader's gbuffers_wqater.wsh file"

 

I don't have that file - I only have a file 'gbuffers_water.vsh'  which contains the line mentioned :)

0

Share this post


Link to post
Share on other sites

One of the best mods I've ever seen.  For TFC or vanilla Minecraft.  I can't wait to update this on our server.  Thank you. 

 

So the incremental build will not replace the current rivers, but only affect newly generated terrain?

0

Share this post


Link to post
Share on other sites

Thanks - I think what you're saying is "RTFM" :)

(...)

In my console log I see the following:

"edit your shader's gbuffers_wqater.wsh file"

 

I don't have that file - I only have a file 'gbuffers_water.vsh'  which contains the line mentioned :)

Oops that's right, i should fix that.

I guess we both, in our own unique way, had to RTFM :-)

Edited by delvr
0

Share this post


Link to post
Share on other sites

One of the best mods I've ever seen.  For TFC or vanilla Minecraft.  I can't wait to update this on our server.  Thank you. 

 

So the incremental build will not replace the current rivers, but only affect newly generated terrain?

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!

1

Share this post


Link to post
Share on other sites

Hey, this is a *lovely* mod.  I've noticed one odd bug which may be a part of terrrafirmacraft itself, not sure.  Trees off to the side of streams sometimes have one log on the ground, and then several blocks up the rest of the tree simply floats in place, like so: 

It may be important to mention that I'm running Fastcraft.

 

Edited by Mummelpuffin
0

Share this post


Link to post
Share on other sites

Hey, this is a *lovely* mod.  I've noticed one odd bug which may be a part of terrrafirmacraft itself, not sure.  Trees off to the side of streams sometimes have one log on the ground, and then several blocks up the rest of the tree simply floats in place, like so: 

View post on imgur.com

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.
0

Share this post


Link to post
Share on other sites

How can i make shaders work with the streams? Also with freshwater as well, i read the faq but i am not very bright when it comes to computers or configs. Some help would be appreciated, im trying to config a water only shader. But i dont know the IDs.

Edited by Sequoia
0

Share this post


Link to post
Share on other sites

Hey delvr can you make it so that the rivers work with the immersive engineering water wheel? It works in regular mc but not in tfc.

0

Share this post


Link to post
Share on other sites

Hey delvr can you make it so that the rivers work with the immersive engineering water wheel? It works in regular mc but not in tfc.

 

That issue *may* simply be an ID problem you can fix in a config file.

 

I say *may* as I have no knowledge of the immersive engineering :)

 

Worth a look, perhaps?

1

Share this post


Link to post
Share on other sites

That issue *may* simply be an ID problem you can fix in a config file.

 

I say *may* as I have no knowledge of the immersive engineering :)

 

Worth a look, perhaps?

Nope, i dont see a streams config folder and there is no config for the water wheel.

Edit: Never mind i had to put it up wierdly it works

Edited by KsterNator
0

Share this post


Link to post
Share on other sites