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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

[TFC 0.79.23+] Streams - Real Flowing Rivers

112 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.

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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.

 

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

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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.

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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.

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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.

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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".

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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 :)

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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.

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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.

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The new tunnels look really cool!

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  • 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?

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  • 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.
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(facepalm)

 

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

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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 :)

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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?

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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
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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!

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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
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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.
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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
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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.

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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?

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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
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