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About delvr

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    Wood Cutter

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  • Location Seattle, WA
  • Interests Minecraft, TerraFirmaCraft, Dwarf Fortress, Banished, RimWorld, Scala
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  1. 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!
  2. 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.
  3. 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:
  4. 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.
  5. 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.
  6. Hi vladthemad, there's no config file but I just made the pre-tunnels 1.7.10 version available at
  7. 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.
  8. 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.
  9. 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!
  10. Oops that's right, i should fix that. I guess we both, in our own unique way, had to RTFM :-)
  11. 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.
  12. 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.
  13. 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.
  14. 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: . 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.
  15. 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.