The Meaning of Life, the Universe, and Everything.
Join Date:
12/17/2011
Posts:
265
Minecraft:
Nanakisan
Member Details
Hi,
I don't know if this has been asked or not. but can we get a config option that disables the new world requirement? Perhaps simply put a option that disables the warnings ability to prevent you from loading a world? Why not simply add a functionality that if a world is not brand new that it can load but streams will not generate? i'm trying to develop a modpack and one of the mods I am using has a specially designed tutorial map. because this map is generated without your mod in mind. It will not load because the mod prevents it. Which I find to be very irritating to some extent. The tutorial world is very important in educating people how the mod's mechanics work. Without this education people will be utterly lost on how to do things. So yeah you can see why this is a bit of a problem.
I don't know if this has been asked or not. but can we get a config option that disables the new world requirement?
The new-world requirement was removed in the latest version and replaced with a warning (see the FAQ). So you should be able to load your map, you just won't get rivers in it since all your chunks would be pre-generated.
Hey, I've been enjoying your mod, and wrote a spotlight for it. Here's the link if you're interested.
Also, Climate Control also seems to work just fine with Streams. I have yet to hit an issue between them in roughly fifty hours of playtime.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Hey, I've been enjoying your mod, and wrote a spotlight for it. Here's the link if you're interested.
Thanks TeronRedoran, this is an excellent write-up. We agree on the main shortcoming of the mod: those gouges in elevated terrain that look like chunk errors. Improving this is my priority for the next feature release.
I've been reading your other spotlights too, they're very good. It's a nice change from watching YouTube vids. May I link to your Streams article on the main forum post?
In other news I just released Farseek version 1.0.8 which fixes some server-side crashes. Those mostly affected the Repose mod but if anyone has been having server troubles please give this new version a try.
Thanks TeronRedoran, this is an excellent write-up. We agree on the main shortcoming of the mod: those gouges in elevated terrain that look like chunk errors. Improving this is my priority for the next feature release.
I've been reading your other spotlights too, they're very good. It's a nice change from watching YouTube vids. May I link to your Streams article on the main forum post?
Of course you can! And if you'd like, feel free to follow me on Hubpages. I'm currently shooting to get a new mod examination out every 2-5 days.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
Hey, just picked up on a slight incompatibility between this and Enviromine: you cannot drink out of the flowing streams. This is incredibly minor since you can just walk down to river's end and drink there, but I thought it was worth mentioning.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
I'm not sure this is on Streams end, but I noticed the same thing, I decided to remove streams from the update I was looking at, it doesn't always do this, but it did on the seed I was using so it looked really weird.
Actually, it's more of a "kinda". You can summon the special water blocks through NEI's cheat mode, and manually build a stream with them. That said, it'd take quite a while to make anything good.
Rollback Post to RevisionRollBack
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery,Enviromine,andLycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
I can see that this thread is going cold. Any updates on what you're working on right now- rewrite, taking a break from the project, eta for 1.8 update??
(...) So could you create some system that would allow map makers to "create" a river's path in an external program like Paint or MCEdit?
I can think of two methods to do this: one of them being a "river map" that basically indicates the paths of rivers (a blue color) on land (green color). The other is a special block-based system that will automatically generate the custom rivers recursively when their chunks are loaded. We would have to place these blocks in MCEdit and then go into MC for them to generate the whole river.
I want to enable river building in Creative Mode in the future; I'm less familiar with MCEdit though. I imagine your "river map" involves painting over an existing map of the landscape with color-coded elevations? (Otherwise you couldn't guarantee elevated sources nor a sea outlet). Are there tools to export and re-import such a map into a world?
Actually this sort of feature would be a good candidate for implementation by a third party once the source code is up. Or if they provide an external tool I could perhaps put hooks into the code.
I can see that this thread is going cold. Any updates on what you're working on right now- rewrite, taking a break from the project, eta for 1.8 update??
Sorry I haven't been too active here lately. Oddly it's partly because the mod has stabilized and I don't have to report on crash fixes so often... I see now that making bugfix patches makes me look busier than working on big features.
So yeah I'm working on the rewrite for the next major release, whenever real life allows. A lot of it is infrastructure so there's little to show yet, but expect screenshots to trickle in soon. I call it the "Update of Ice and Fire" because it will have both freezing/thawing as well as lava rivers, but the new layout is the main thing. You'll also be able to configure the generators for each dimension and world type, including custom ones created by other mods. This will include the size of the river generation zones so you can get much larger rivers if your CPU can handle it.
That update will move Streams from Alpha into Beta and will also be open-sourced so people can help and contribute their own improvements. Migration to 1.8 will happen afterwards.
Will the next update break worlds currently using streams? And will it still be compatible with TFC? I'm looking forward to the freezing/thawing of rivers. Going to be very interesting!
Sorry I haven't been too active here lately. Oddly it's partly because the mod has stabilized and I don't have to report on crash fixes so often... I see now that making bugfix patches makes me look busier than working on big features.
So yeah I'm working on the rewrite for the next major release, whenever real life allows. A lot of it is infrastructure so there's little to show yet, but expect screenshots to trickle in soon. I call it the "Update of Ice and Fire" because it will have both freezing/thawing as well as lava rivers, but the new layout is the main thing. You'll also be able to configure the generators for each dimension and world type, including custom ones created by other mods. This will include the size of the river generation zones so you can get much larger rivers if your CPU can handle it.
That update will move Streams from Alpha into Beta and will also be open-sourced so people can help and contribute their own improvements. Migration to 1.8 will happen afterwards.
Stay tuned!
Will this be for 1.8? And I am looking forward too it
Nice mod, although there are some major issues with it. The ones I have identified are below:
(Running the mod with FTB Infinity and RWG/BOP/EBXL)
1. Rivers appear to be compact and localised to small area's of the map.
2. Rivers are able to cut sheer chasms into mountains thereby creating extremely artificial formations.
3. Often the direction of flow in a river is unnatural, thereby causing it to occasionally flow in the opposite direction.
4. When I loaded up an existing world certain blocks changed and became bugged, in particular I noticed that MFR lakes and RFTools blocks are being mucked up.
5. Rivers appear to affect performance significantly on occasions, I find optimization to be needed.
6. River size and origin is very limited and artificial, for example in reality rivers tend to flow from one 'large' water source to another. I find in this mod all rivers tend to start at small random pockets of water with an unrealistic placement.
I know this sounds a bit cynical but to be honest I find Minecraft standard rivers to be arguably better at the moment, if regular MC rivers flowed then this mod would be a poor choice indeed.
Keep in mind that the above criticism is expected of an alpha!
I'm really just trying to outline what I feel are the major shortcomings of this mod so one day it can be improved. BTW Delvr have you ever considered partnering up with Ted80 from RWG? Both you mods in my option should be conjoined as RWG is 'Realistic' World Gen.
Will this be for 1.8? And I am looking forward too it
No, in the last two sentences he said:
"That update will move Streams from Alpha into Beta and will also be
open-sourced so people can help and contribute their own improvements.
Migration to 1.8 will happen afterwards."
Basically meaning that the next update will still be on 1.7.10 and then he'll focus on migrating to 1.8 after the update.
Hi,
I don't know if this has been asked or not. but can we get a config option that disables the new world requirement? Perhaps simply put a option that disables the warnings ability to prevent you from loading a world? Why not simply add a functionality that if a world is not brand new that it can load but streams will not generate? i'm trying to develop a modpack and one of the mods I am using has a specially designed tutorial map. because this map is generated without your mod in mind. It will not load because the mod prevents it. Which I find to be very irritating to some extent. The tutorial world is very important in educating people how the mod's mechanics work. Without this education people will be utterly lost on how to do things. So yeah you can see why this is a bit of a problem.
[Don't let the offline notice fool you.]
The new-world requirement was removed in the latest version and replaced with a warning (see the FAQ). So you should be able to load your map, you just won't get rivers in it since all your chunks would be pre-generated.
My mods:
Hey, I've been enjoying your mod, and wrote a spotlight for it. Here's the link if you're interested.
Also, Climate Control also seems to work just fine with Streams. I have yet to hit an issue between them in roughly fifty hours of playtime.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
OOOH! This is the mod I have been waiting for since 1.8 Beta!
Thanks TeronRedoran, this is an excellent write-up. We agree on the main shortcoming of the mod: those gouges in elevated terrain that look like chunk errors. Improving this is my priority for the next feature release.
I've been reading your other spotlights too, they're very good. It's a nice change from watching YouTube vids. May I link to your Streams article on the main forum post?
In other news I just released Farseek version 1.0.8 which fixes some server-side crashes. Those mostly affected the Repose mod but if anyone has been having server troubles please give this new version a try.
My mods:
Thanks LexLV, this is an excellent showcase for the mod! I will add it to the top post.
And yeah, I do have to fix those frozen waterfalls. :-)
My mods:
Of course you can! And if you'd like, feel free to follow me on Hubpages. I'm currently shooting to get a new mod examination out every 2-5 days.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
awesome mod!
Hey, just picked up on a slight incompatibility between this and Enviromine: you cannot drink out of the flowing streams. This is incredibly minor since you can just walk down to river's end and drink there, but I thought it was worth mentioning.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
I'm not sure this is on Streams end, but I noticed the same thing, I decided to remove streams from the update I was looking at, it doesn't always do this, but it did on the seed I was using so it looked really weird.
I'm going to guess you can make your own streams with this mod?
Yes, I'm replying to myself 0-0
No! But maybe in the future
Actually, it's more of a "kinda". You can summon the special water blocks through NEI's cheat mode, and manually build a stream with them. That said, it'd take quite a while to make anything good.
For those who don't mind a bit of reading, I've been writing mod examinations on Hubpages under the name Cliffwalker. So far I've done full articles for several mods, including the likes of Witchery, Enviromine, and Lycanite's Mobs, and I have also written a few multi-mod articles to help those who wish to find upgrades for a specific aspect of their game, such as the Nether.
In addition, fans of the old Myth games may want to check out my map of Myth's world.
I can see that this thread is going cold. Any updates on what you're working on right now- rewrite, taking a break from the project, eta for 1.8 update??
I want to enable river building in Creative Mode in the future; I'm less familiar with MCEdit though. I imagine your "river map" involves painting over an existing map of the landscape with color-coded elevations? (Otherwise you couldn't guarantee elevated sources nor a sea outlet). Are there tools to export and re-import such a map into a world?
Actually this sort of feature would be a good candidate for implementation by a third party once the source code is up. Or if they provide an external tool I could perhaps put hooks into the code.
My mods:
Sorry I haven't been too active here lately. Oddly it's partly because the mod has stabilized and I don't have to report on crash fixes so often... I see now that making bugfix patches makes me look busier than working on big features.
So yeah I'm working on the rewrite for the next major release, whenever real life allows. A lot of it is infrastructure so there's little to show yet, but expect screenshots to trickle in soon. I call it the "Update of Ice and Fire" because it will have both freezing/thawing as well as lava rivers, but the new layout is the main thing. You'll also be able to configure the generators for each dimension and world type, including custom ones created by other mods. This will include the size of the river generation zones so you can get much larger rivers if your CPU can handle it.
That update will move Streams from Alpha into Beta and will also be open-sourced so people can help and contribute their own improvements. Migration to 1.8 will happen afterwards.
Stay tuned!
My mods:
Will the next update break worlds currently using streams? And will it still be compatible with TFC? I'm looking forward to the freezing/thawing of rivers. Going to be very interesting!
Will this be for 1.8? And I am looking forward too it
Nice mod, although there are some major issues with it. The ones I have identified are below:
(Running the mod with FTB Infinity and RWG/BOP/EBXL)
1. Rivers appear to be compact and localised to small area's of the map.
2. Rivers are able to cut sheer chasms into mountains thereby creating extremely artificial formations.
3. Often the direction of flow in a river is unnatural, thereby causing it to occasionally flow in the opposite direction.
4. When I loaded up an existing world certain blocks changed and became bugged, in particular I noticed that MFR lakes and RFTools blocks are being mucked up.
5. Rivers appear to affect performance significantly on occasions, I find optimization to be needed.
6. River size and origin is very limited and artificial, for example in reality rivers tend to flow from one 'large' water source to another. I find in this mod all rivers tend to start at small random pockets of water with an unrealistic placement.
I know this sounds a bit cynical but to be honest I find Minecraft standard rivers to be arguably better at the moment, if regular MC rivers flowed then this mod would be a poor choice indeed.
Keep in mind that the above criticism is expected of an alpha!
I'm really just trying to outline what I feel are the major shortcomings of this mod so one day it can be improved. BTW Delvr have you ever considered partnering up with Ted80 from RWG? Both you mods in my option should be conjoined as RWG is 'Realistic' World Gen.
No, in the last two sentences he said:
"That update will move Streams from Alpha into Beta and will also be
open-sourced so people can help and contribute their own improvements.
Migration to 1.8 will happen afterwards."
Basically meaning that the next update will still be on 1.7.10 and then he'll focus on migrating to 1.8 after the update.
I'm the best kind of weeb trash.