Version 0.1.4 is out! This version fixes some bugs and is compatible with the latest version of TerraFirmaCraft. Be sure to also get Farseek 1.0.4 which is the new minimum required version.
Changelog:
Compatible with TerraFirmaCraft 0.79.16 and newer.
Fixed crash when filling TFC barrels in streams.
Updated to Forge 10.13.3.1370.
Requires Farseek API 1.0.4 or newer.
Changelog (Farseek API):
Fixed Streams crash when placing a MineFactory Reloaded grinder.
Compatible with TerraFirmaCraft 0.79.16 and newer.
The Meaning of Life, the Universe, and Everything.
Join Date:
2/2/2011
Posts:
42
Member Details
An absolutely beautiful mod, and one that makes water interesting to be near again. I do have a question..is there any way to have it so the very long rivers that tend to border the Highland biome from BoP use this sort of river? Coding is pretty much magic to me, so I've no idea if this is as simple as changing a single line, or would need a stupidly expansive overhaul.
Rollback Post to RevisionRollBack
I'm not a lurker...I just stay quiet so the creepers don't find me.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Hi Delvr, Im not sure if you will be able to answer my question but How would i go about diverting a river to build a dam. Is this possible? Ive wanted to add a dam to my city and when this mod came along I was even more exited! Do you have any ideas on how to build a dam on a flowing river and or static river and how I could divert the river to accomplish this? Are there any techniques or mods that I should use.?
Depends what you want to do exactly. The river blocks don't do any special magic besides having a fixed current; they won't overflow if blocked or make new streams out of side channels. You'll probably want to look at some "finite liquid" implementations but I haven't tried those. Or if just for aesthetics, there's surely various howtos on Youtube and certainly the resulting build can look nicer with Streams than it would with static water.
Hey Delvr, any chance you could upload your mod(s) to curseforge so we could use it easily in modpacks?
I used to do that when I first started with the Repose mod but was wary of file approval delays and the difficulty of communicating that the mod needs two downloads (that pretty box you can insert in forums only shows one download). I might give it another try.
An absolutely beautiful mod, and one that makes water interesting to be near again. I do have a question..is there any way to have it so the very long rivers that tend to border the Highland biome from BoP use this sort of river? Coding is pretty much magic to me, so I've no idea if this is as simple as changing a single line, or would need a stupidly expansive overhaul.
Making rivers potentially longer can be as simple of having more chunks pre-generated but that comes at a performance cost. Making them smarter in how they conform to the terrain is a larger undertaking. I have a river generation algorithm rewrite as a side project but for now we'll be looking at incremental changes.
Do these require 10.13.3, or can they still work with 1.7.10-10.13.2.1352?
The fluid changes broke things for me.
As per the top post it should work with Forge 10.13.1.1217 or newer. So you can keep the version of Forge you're using now; let me know if you run into any problems.
Just found out this existed, and it looks pretty good so far. My only complaint is that when the rivers cut out a large section of land (Like in hillier biomes), it doesn't really look natural at all (Especially with BOP, where there are quite a few really tall biomes, like the Rainforest for example, as shown here: http://i.imgur.com/svaAP92.png). Some parts of rivers also don't look that natural (Mainly just bends), but I imagine this is all being worked on.
Also, I was kind of hoping they'd be more frequent, and longer, but the opening post says you're working on that as well. Other than that, eveything looks great. The different sources streams generate from, like waterfalls and small springs in the ground, rivers flowing into the ocean, etc.
Just figured I'd throw in my 2 cents, and I hope the mod becomes even greater over time.
@Delvr. I thought there was a fininte liquid mod at one point but im not sure if its updated. Are there any other mods or specific tools I could use to build a realistic dam that you know of. I really didn't know where to go to ask this question but since this is a river mod i assumed here would be good. As for what i want to do. I'm not looking to do much with redstone or anything complex I'm just looking to build a dam with a reservoir behind it and a river that is in front of it. But I don't know how to make a dam like in the picture.
There are two (three?) finite water mods that I can think of for 1.7.10.
The first is ChickenBone's CCC. It can disable water source replacement. That doesn't cause any change to the flow mechanics, it just stops source blocks from multiplying.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
There are two (three?) finite water mods that I can think of for 1.7.10.
The first is ChickenBone's CCC. It can disable water source replacement. That doesn't cause any change to the flow mechanics, it just stops source blocks from multiplying.
Making rivers potentially longer can be as simple of having more chunks pre-generated but that comes at a performance cost. Making them smarter in how they conform to the terrain is a larger undertaking. I have a river generation algorithm rewrite as a side project but for now we'll be looking at incremental changes.
Very true, small steps, and nothing too bad. Lots of mod authors try to tackle big chunks at once, and end up burning themselves out. Stability first, compatibility second, then look into the fancy stuff!
Rollback Post to RevisionRollBack
I'm not a lurker...I just stay quiet so the creepers don't find me.
ive been also having a hell of a time getting this mod to generate a new world using new forge and with new updated mods
what happens is the console just constantly runs with world chunk info in regards to streams, sometimes if i wait 15minute sthe world will finnaly load sometimes it loads in 2 minutes. if i take the streams/farseek mods out then the world loads up normaly. current forge version 10.13.3.1373-1.7.10, prior to that version i was using 10.13.2.1307-1.7.10. clientside i'm running over 200mods sever is running almost 200 mods. i've also updated about half my mods to current versions.
with older forge version and streams/farseek along with the older mods worlds tend to load up alot faster.
scratch that after several successful world builds without the 2 mods in, server loading up is taking forever again , haha and i thought i nailed the problem owell back to testing every single mod again. (starts to cry)
Just found out this existed, and it looks pretty good so far. My only complaint is that when the rivers cut out a large section of land (Like in hillier biomes), it doesn't really look natural at all (Especially with BOP, where there are quite a few really tall biomes, like the Rainforest for example, as shown here: http://i.imgur.com/svaAP92.png). Some parts of rivers also don't look that natural (Mainly just bends), but I imagine this is all being worked on.
You made BOP? Congratulations! Many thanks for your comments - the excessive carving is definitely being worked on.
I'm getting a crash on startup when Streams is combined with Immibis. That's no other mods; my complete mods directory is Farseek-104.jar, immibis-core-59.0.8.jar, immibis-microblocks-59.0.5.jar and Streams-0.1.4.jar.
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.
I can't get streams to work with shaders. I find the Shader configuration in the startup log on my external server but where it's suposed to say the line to put in the shader file there is just : and then blank. I'm so bummed out. Love this mod but I'm kind of reliant on shaders in the private mp I'm building now.
I can't get streams to work with shaders. I find the Shader configuration in the startup log on my external server but where it's suposed to say the line to put in the shader file there is just : and then blank. I'm so bummed out. Love this mod but I'm kind of reliant on shaders in the private mp I'm building now.
I haven't heard of this happening before - could you provide the full log so I can take a look?
In other news I just uploaded the mod and API to CurseForge and updated the download links accordingly. Should make it easier for people to include them in modpacks and such.
I can't get streams to work with shaders. I find the Shader configuration in the startup log on my external server but where it's suposed to say the line to put in the shader file there is just : and then blank. I'm so bummed out. Love this mod but I'm kind of reliant on shaders in the private mp I'm building now.
It works. Go into your shader pack, into the shaders folder, then into gbuffers_water.vsh, then in the line where it says if (mc_Entity.x == 8.0 [blah blah] paste the streams output there.
I'd like to use this in 1.7.10 with with Alternate Terrain Generation (ATG) version 0.12.0. Testing has no innate conflicts, though the flowing streams don't seem to generate.
I'd like to use this in 1.7.10 with with Alternate Terrain Generation (ATG) version 0.12.0. Testing has no innate conflicts, though the flowing streams don't seem to generate.
Hey Delvr, any chance you could upload your mod(s) to curseforge so we could use it easily in modpacks?
Version 0.1.4 is out! This version fixes some bugs and is compatible with the latest version of TerraFirmaCraft. Be sure to also get Farseek 1.0.4 which is the new minimum required version.
Changelog:
Changelog (Farseek API):
My mods:
nvm, just saw the last post. sorry!
If you join star citizen, please use my referral code: STAR-F7FH-ZVRN
Join here: https://robertsspaceindustries.com/pledge/game-packages
An absolutely beautiful mod, and one that makes water interesting to be near again. I do have a question..is there any way to have it so the very long rivers that tend to border the Highland biome from BoP use this sort of river? Coding is pretty much magic to me, so I've no idea if this is as simple as changing a single line, or would need a stupidly expansive overhaul.
I'm not a lurker...I just stay quiet so the creepers don't find me.
Do these require 10.13.3, or can they still work with 1.7.10-10.13.2.1352?
The fluid changes broke things for me.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Depends what you want to do exactly. The river blocks don't do any special magic besides having a fixed current; they won't overflow if blocked or make new streams out of side channels. You'll probably want to look at some "finite liquid" implementations but I haven't tried those. Or if just for aesthetics, there's surely various howtos on Youtube and certainly the resulting build can look nicer with Streams than it would with static water.
I used to do that when I first started with the Repose mod but was wary of file approval delays and the difficulty of communicating that the mod needs two downloads (that pretty box you can insert in forums only shows one download). I might give it another try.
Making rivers potentially longer can be as simple of having more chunks pre-generated but that comes at a performance cost. Making them smarter in how they conform to the terrain is a larger undertaking. I have a river generation algorithm rewrite as a side project but for now we'll be looking at incremental changes.
As per the top post it should work with Forge 10.13.1.1217 or newer. So you can keep the version of Forge you're using now; let me know if you run into any problems.
My mods:
Just found out this existed, and it looks pretty good so far. My only complaint is that when the rivers cut out a large section of land (Like in hillier biomes), it doesn't really look natural at all (Especially with BOP, where there are quite a few really tall biomes, like the Rainforest for example, as shown here: http://i.imgur.com/svaAP92.png). Some parts of rivers also don't look that natural (Mainly just bends), but I imagine this is all being worked on.
Also, I was kind of hoping they'd be more frequent, and longer, but the opening post says you're working on that as well. Other than that, eveything looks great. The different sources streams generate from, like waterfalls and small springs in the ground, rivers flowing into the ocean, etc.
Just figured I'd throw in my 2 cents, and I hope the mod becomes even greater over time.
@Delvr. I thought there was a fininte liquid mod at one point but im not sure if its updated. Are there any other mods or specific tools I could use to build a realistic dam that you know of. I really didn't know where to go to ask this question but since this is a river mod i assumed here would be good. As for what i want to do. I'm not looking to do much with redstone or anything complex I'm just looking to build a dam with a reservoir behind it and a river that is in front of it. But I don't know how to make a dam like in the picture.
Thanks for the update! Works great with MFR as far as I've tested.
There are two (three?) finite water mods that I can think of for 1.7.10.
The first is ChickenBone's CCC. It can disable water source replacement. That doesn't cause any change to the flow mechanics, it just stops source blocks from multiplying.
The other two do alter flow mechanics.
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2158282-realistic-fluids-overhaul-finite-water-and-stuff has one alpha release so far.
Whoops, no, the other finite liquids are not updated to 1.7. That one seems to be the only current finite liquid flow mod.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Thanks for the link.Do you have any ideas on how To build a dam in minecraft by any chance? its been a long time goal of mine for a while now.
Very true, small steps, and nothing too bad. Lots of mod authors try to tackle big chunks at once, and end up burning themselves out. Stability first, compatibility second, then look into the fancy stuff!
I'm not a lurker...I just stay quiet so the creepers don't find me.
@Baughn
remove microblocks i had that problem too.
ive been also having a hell of a time getting this mod to generate a new world using new forge and with new updated modswhat happens is the console just constantly runs with world chunk info in regards to streams, sometimes if i wait 15minute sthe world will finnaly load sometimes it loads in 2 minutes. if i take the streams/farseek mods out then the world loads up normaly. current forge version 10.13.3.1373-1.7.10, prior to that version i was using 10.13.2.1307-1.7.10. clientside i'm running over 200mods sever is running almost 200 mods. i've also updated about half my mods to current versions.with older forge version and streams/farseek along with the older mods worlds tend to load up alot faster.scratch that after several successful world builds without the 2 mods in, server loading up is taking forever again , haha and i thought i nailed the problem owell back to testing every single mod again. (starts to cry)
Servers I run Minecraft 1.7.10 Modded, Minecraft 1.8.x
You made BOP? Congratulations! Many thanks for your comments - the excessive carving is definitely being worked on.
Thanks for reporting, this and a similar crash with Mekanism will be fixed in a Farseek patch within the next few days.
My mods:
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.
My mods:
I can't get streams to work with shaders. I find the Shader configuration in the startup log on my external server but where it's suposed to say the line to put in the shader file there is just : and then blank. I'm so bummed out. Love this mod but I'm kind of reliant on shaders in the private mp I'm building now.
I haven't heard of this happening before - could you provide the full log so I can take a look?
In other news I just uploaded the mod and API to CurseForge and updated the download links accordingly. Should make it easier for people to include them in modpacks and such.
My mods:
It works. Go into your shader pack, into the shaders folder, then into gbuffers_water.vsh, then in the line where it says if (mc_Entity.x == 8.0 [blah blah] paste the streams output there.
I'd like to use this in 1.7.10 with with Alternate Terrain Generation (ATG) version 0.12.0. Testing has no innate conflicts, though the flowing streams don't seem to generate.
I use streams 1.0.4 and atg 0.12 well.