In a long time. Forge hasn't even updated to 1.13 yet. Hold your horses.
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It seems that the streams not taking on biome color is still an issue (possibly just with BoP?). Here's an image in the BoP Wasteland biome
I can definitely manage as it is, but would love to see it fixed. Hoping it's an easy fix and not a compatibility issue.
Hi Swampfox,
That's interesting, I thought Streams handled custom water colors fine in vanilla at least, but something might have changed in the underlying implementation so I'll take another look. There will be adjustments in 1.13 to handle the new coloring for sure, but hopefully I can patch 1.12 too.
Im currently working on the structures for the AW mod. The structure world gen spawning has a real problem with Streams. Ive also noticed that almost all other structure generating mods and vaniila Minecraft villages have exactly the same problem with streams too.
Streams does not respect structure boundaries and undercuts almost all structures in the game.
Im thinking that its because streams is doing its generation at the very last minute, after everything else has generated, and has no code to check for things it should not be cutting through?
Anything you can do about this? Or can you tell us at which point streams generates, so that structure mods can generate after it does?
Hi MohawkyMagoo,
Streams cutting through structures is indeed annoying, but there are limits to what I can do to prevent this, since generated structures can't really "know" about other structures in their range without risking infinite recursion in worldgen. As it happens I recently wrote a brief blogpost that goes into some detail about this: https://gist.github.com/delvr/bfac43cd48675ec74b905ffe640a6a11. If you're a modder yourself this might be old news but hopefully it can still clarify things (relevant sections are 2 and 3).
That said, when Streams encounters a structure on its generated path it does intentionally remove the building foundations it passes through, to avoid the river getting dammed. The reason for this is that it is much easier for a player to replace foundations in midstream where they see fit, than it is for river blocks to figure out the original intended current of their missing neighbors when an obstruction is removed.
Is there some way to specify the order in which structure mods place structures? For example, if Streams goes first, then the other mods would find "This is a water location, not a ground location".
This doesn't work with "structures" that are purely chunk dependent (things like caves) unless they do additional work (such as not placing a cave node in water blocks), not to mention the "funny" things that happen in biomes like Mesa Bruce or Ice Mountains (which add extra "ground" on top of the normal ground -- and when a vanilla river flows in the area, you can tell that they are looking for valid ground in only a few spots, and will happily have ground sticking up that is 95% over water.)
Actually, when you look at it that way, since normal vanilla "Structures" can be on top of normal vanilla rivers, that current behavior of currents matches the current behavior of the non-currents :-)
(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?
Is there some way to specify the order in which structure mods place structures? For example, if Streams goes first, then the other mods would find "This is a water location, not a ground location".
Streams generally does generate before other structures: the first pass carves the valleys during chunk generation, and the second pass carves the tunnels and adds the water during the PopulateChunkEvent.Pre phase. The way it "removes" foundations is by preventing replacement of river blocks during worldgen. That behavior was fine for vanilla but turned out to be too aggressive for modded structures (as MohawkyMagoo points out), and is scheduled to be changed in 1.13. That implies some rivers will get dammed but I'll also be providing tools to give players some ability to create river blocks of their choice (a long-standing feature request) which will allow removing such obstacles while keeping a decent-looking river flow. Stay tuned!
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Is it possible for you to make a "Spigot" Plugin Verision of this mod?
I Know "Biome Bundle" is a Forge mod but also works in Spigot alone as a stand alone plugin? So would this also be possible for your plugin?
Biome Bundle, aka an entirely new system for generating biomes that was 100% incompatible with everything, started life as a Spigot add-on, and became forge later. (My memory/understanding).
The two systems are highly non-compatible, and different. Translating between the two is non-trivial.
Worse, Spigot is 100% server side as I understand it (the original Bukkit was 100% server side). This means no new blocks can be added.
Streams wants to add new blocks, one for each direction the water can flow (which I think is 25 different ways). This makes it non-spigottifiable.
(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?
That's interesting, I thought Streams handled custom water colors fine in vanilla at least, but something might have changed in the underlying implementation so I'll take another look. There will be adjustments in 1.13 to handle the new coloring for sure, but hopefully I can patch 1.12 too.
Cool, I look forward to having that possibly fixed. We love the streams so much, my current server population has set up shop in a stream-carved cave system. It ends up making some pretty badass features in the world!
Cool, I look forward to having that possibly fixed. We love the streams so much, my current server population has set up shop in a stream-carved cave system. It ends up making some pretty badass features in the world!
I'm having a hard time finding streams in a BOP biome with altered water colors for testing. Do you have the seed for the screenshot you posted above? BOP version number would also be useful. Thanks!
Ah crap, I found that while testing worlds during mod installs. I haven't encountered (or noticed) a stream in a BoP biome with altered water color yet in our current world.
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I mean you dont need to have new blocks do you just make a flowing water block?
If you made a World generator for spigot that was a "lite" version of your mod The streams would be zig zag shape perhaps from the streams but atleast it would get the direction in the correct general direction at least!
What i meant by zig zag is that you would need to make water go in a > V > V just to push the correct direction.
Ah crap, I found that while testing worlds during mod installs. I haven't encountered (or noticed) a stream in a BoP biome with altered water color yet in our current world.
Hi Swampfox, I did some testing and it turns out Streams are properly biome-colored only when using OptiFine. So it surprises me that you do have it active in your screenshot; I tried turning off various OptiFine settings to reproduce the color mismatch but couldn't. Maybe BOP Wasteland is special in some other way? In any case, I'll add some code in the next version of Streams to make it work without OptiFine and maybe that'll fix it.
I mean you dont need to have new blocks do you just make a flowing water block?
If you made a World generator for spigot that was a "lite" version of your mod The streams would be zig zag shape perhaps from the streams but atleast it would get the direction in the correct general direction at least!
What i meant by zig zag is that you would need to make water go in a > V > V just to push the correct direction.
Hi Its_Craft, thanks for your suggestion. Unfortunately the "special" thing about Streams blocks is that they have a non-decaying fixed flow; this cannot be implemented without a custom block on both server and client. That said I might offer a "server-only" mode in 1.13, where the river blocks are static but you still get the multi-level river layouts. Not as exciting, but at least it would work with servers that require no client mods.
Note that I can't promise to implement the mod for any specific frameworks such as Spigot, since I'm not familiar with those or how much work is involved.
Regarding modded servers that also want plugins: one of the more recent contenders is SpongeForge which allows mods to be used at the same time as plugins and when the server only runs server side mods there's no need for the user to install forge. I'd say this is probably the better way to go forward rather than modders making plugin versions of their mods. I am however aware that SpongeForge uses a completely different API and that bukkit plugins (the api still used for almost all server types with plugins) are not compatible with Sponge. Since this platform now exists and is slowly gaining traction, it's my opinion that it's wasted time to write mod ports to bukkit plugins. I won't say sponge has everything that bukkit (and its derivatives) have, but I think that it no longer being a nightmare to use both mods AND plugins on the same server is certainly the way forward. Another main difference is that bukkit changed the way worlds are being stored from how it happens in vanilla, while sponge stores it in the vanilla way, unless you have a mod specifically meant for storing the world differently. Of course it's up to the modders in the end though.
I found a bug about stream block texture In a picture [1] stream block it look not flow but in picture [2] Boat and every entity can flow on stream block I don't push or ride a boat in flow direction
In Minecraft version 1.12.2 seed = -2969451378018829289 location = X:-4920 Y:67 Z:69
Other version no this bug let's see in 1.7.10 picture [3] same seed , same location and same direction
I'm currently using the most recent version of the mod with shaders, but they won't apply water shaders to the stream blocks, I've also tried copying the file from the .jar archive to the shader pack yet it still doesn't seem to work, could I possible get help with this issue?
Will this be possible to upgrade to 1.13?
Yekul10
In a long time. Forge hasn't even updated to 1.13 yet. Hold your horses.
It seems that the streams not taking on biome color is still an issue (possibly just with BoP?). Here's an image in the BoP Wasteland biome
I can definitely manage as it is, but would love to see it fixed. Hoping it's an easy fix and not a compatibility issue.
Hi Swampfox,
That's interesting, I thought Streams handled custom water colors fine in vanilla at least, but something might have changed in the underlying implementation so I'll take another look. There will be adjustments in 1.13 to handle the new coloring for sure, but hopefully I can patch 1.12 too.
Hi MohawkyMagoo,
Streams cutting through structures is indeed annoying, but there are limits to what I can do to prevent this, since generated structures can't really "know" about other structures in their range without risking infinite recursion in worldgen. As it happens I recently wrote a brief blogpost that goes into some detail about this: https://gist.github.com/delvr/bfac43cd48675ec74b905ffe640a6a11. If you're a modder yourself this might be old news but hopefully it can still clarify things (relevant sections are 2 and 3).
That said, when Streams encounters a structure on its generated path it does intentionally remove the building foundations it passes through, to avoid the river getting dammed. The reason for this is that it is much easier for a player to replace foundations in midstream where they see fit, than it is for river blocks to figure out the original intended current of their missing neighbors when an obstruction is removed.
My mods:
Hmm ...
Is there some way to specify the order in which structure mods place structures? For example, if Streams goes first, then the other mods would find "This is a water location, not a ground location".
This doesn't work with "structures" that are purely chunk dependent (things like caves) unless they do additional work (such as not placing a cave node in water blocks), not to mention the "funny" things that happen in biomes like Mesa Bruce or Ice Mountains (which add extra "ground" on top of the normal ground -- and when a vanilla river flows in the area, you can tell that they are looking for valid ground in only a few spots, and will happily have ground sticking up that is 95% over water.)
Actually, when you look at it that way, since normal vanilla "Structures" can be on top of normal vanilla rivers, that current behavior of currents matches the current behavior of the non-currents :-)
* 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?
Streams generally does generate before other structures: the first pass carves the valleys during chunk generation, and the second pass carves the tunnels and adds the water during the PopulateChunkEvent.Pre phase. The way it "removes" foundations is by preventing replacement of river blocks during worldgen. That behavior was fine for vanilla but turned out to be too aggressive for modded structures (as MohawkyMagoo points out), and is scheduled to be changed in 1.13. That implies some rivers will get dammed but I'll also be providing tools to give players some ability to create river blocks of their choice (a long-standing feature request) which will allow removing such obstacles while keeping a decent-looking river flow. Stay tuned!
My mods:
Is it possible for you to make a "Spigot" Plugin Verision of this mod?
I Know "Biome Bundle" is a Forge mod but also works in Spigot alone as a stand alone plugin? So would this also be possible for your plugin?
Biome Bundle, aka an entirely new system for generating biomes that was 100% incompatible with everything, started life as a Spigot add-on, and became forge later. (My memory/understanding).
The two systems are highly non-compatible, and different. Translating between the two is non-trivial.
Worse, Spigot is 100% server side as I understand it (the original Bukkit was 100% server side). This means no new blocks can be added.
Streams wants to add new blocks, one for each direction the water can flow (which I think is 25 different ways). This makes it non-spigottifiable.
* 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?
Cool, I look forward to having that possibly fixed. We love the streams so much, my current server population has set up shop in a stream-carved cave system. It ends up making some pretty badass features in the world!
I'm having a hard time finding streams in a BOP biome with altered water colors for testing. Do you have the seed for the screenshot you posted above? BOP version number would also be useful. Thanks!
My mods:
Ah crap, I found that while testing worlds during mod installs. I haven't encountered (or noticed) a stream in a BoP biome with altered water color yet in our current world.
I mean you dont need to have new blocks do you just make a flowing water block?
If you made a World generator for spigot that was a "lite" version of your mod The streams would be zig zag shape perhaps from the streams but atleast it would get the direction in the correct general direction at least!
What i meant by zig zag is that you would need to make water go in a > V > V just to push the correct direction.
Hi Swampfox, I did some testing and it turns out Streams are properly biome-colored only when using OptiFine. So it surprises me that you do have it active in your screenshot; I tried turning off various OptiFine settings to reproduce the color mismatch but couldn't. Maybe BOP Wasteland is special in some other way? In any case, I'll add some code in the next version of Streams to make it work without OptiFine and maybe that'll fix it.
My mods:
Hi Its_Craft, thanks for your suggestion. Unfortunately the "special" thing about Streams blocks is that they have a non-decaying fixed flow; this cannot be implemented without a custom block on both server and client. That said I might offer a "server-only" mode in 1.13, where the river blocks are static but you still get the multi-level river layouts. Not as exciting, but at least it would work with servers that require no client mods.
Note that I can't promise to implement the mod for any specific frameworks such as Spigot, since I'm not familiar with those or how much work is involved.
My mods:
Regarding modded servers that also want plugins: one of the more recent contenders is SpongeForge which allows mods to be used at the same time as plugins and when the server only runs server side mods there's no need for the user to install forge. I'd say this is probably the better way to go forward rather than modders making plugin versions of their mods. I am however aware that SpongeForge uses a completely different API and that bukkit plugins (the api still used for almost all server types with plugins) are not compatible with Sponge. Since this platform now exists and is slowly gaining traction, it's my opinion that it's wasted time to write mod ports to bukkit plugins. I won't say sponge has everything that bukkit (and its derivatives) have, but I think that it no longer being a nightmare to use both mods AND plugins on the same server is certainly the way forward. Another main difference is that bukkit changed the way worlds are being stored from how it happens in vanilla, while sponge stores it in the vanilla way, unless you have a mod specifically meant for storing the world differently. Of course it's up to the modders in the end though.
.... IDK to remove
I found a bug about stream block texture In a picture [1] stream block it look not flow but in picture [2] Boat and every entity can flow on stream block I don't push or ride a boat in flow direction
In Minecraft version 1.12.2 seed = -2969451378018829289 location = X:-4920 Y:67 Z:69
Other version no this bug let's see in 1.7.10 picture [3] same seed , same location and same direction
Love this mod. Pair it with amplified, and you get some pretty insane stream caves that can go up for hundreds of blocks, and run for extremely long.
I'm currently using the most recent version of the mod with shaders, but they won't apply water shaders to the stream blocks, I've also tried copying the file from the .jar archive to the shader pack yet it still doesn't seem to work, could I possible get help with this issue?
Hi
Is there a way to bring back the canyon rivers in 1.12.2. I really loved them in 1.7.10 but now the rivers only spawn underground.