Can you please upload the source, even for the alpha, to GitHub?
I want to get streams to play nice with Realistic Flowing Fluids, and right now it looks like if I can get them to work together, Flowing Fluids will just drain the streams dry unless I can stick a "water source" block at each tip.
(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?
The Meaning of Life, the Universe, and Everything.
Location:
Saint Louis
Join Date:
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Posts:
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Member Details
This is a lovely mod. Is there ANY POSSIBLE WAY to get rid of default rivers? I cannot STAND looking at them. I also have a dream of creating a walled house in the middle of a river, but it looks like they don't get very wide. Is it possible for them to combine into even BIGGER rivers too?
You cannot get rid of vanilla rivers. Vanilla uses them to deal with terrain changes between biomes. And streams don't show up often enough to replace vanilla rivers.
The largest Stream I've seen was 15 chunks by 14 chunks, and I suspect that's really close to the maximum possible size :-).
The current system cannot combine them more than you currently see.
===
As I understand it, vanilla biome gen is based on a noise function, that uses a "zoom and fuzzify" system -- as of 1.7.10, first put a climate zone down, then zoom-and-fuzzify twice (so that a climate zone averages 4x4, and is not blocky/grid-y); then, turn each of those spots into a biome appropriate for the climate zone. Make a copy at this point, be able to repeat the following sequence. Then, zoom-and-fuzzify twice; find ocean biomes, and change some of them to mushroom islands; zoom-and-fuzzify three more times; place down lines that will become the rivers, based on that original map that you made the copy from, tracking where the biome divisions moved to during the fuzzifications. Now zoom-and-fuzzify three more times (8 times total). Your original blots are now an average of 256x256, and your map is done.
There is no sense of "This is a terrain structure" at the surface level.
In comparison, streams are currently a large structure. To generate a chunk, and decide if there is a stream in it, where it is, how big it is, etc, the stream has to start at an ocean, river, or lake (not sure about that, actually), and then trace inwards. It maps out a path, and considers what height it will be at at a given location based on the underlying ground.
To avoid runaway worldgen, it has to place a limit on how far a stream can travel, and make sure that it will never infinite loop generating another stream while getting the details of the current one determined.
Now, I have seen two streams separated by only a 2 (3?) chunk gap. So I don't know all the rules involved. But that was the only pair of close streams I've seen, and they actually turned away from each other -- so they never got closer than that.
(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 this mod still in development? I use TerrainControl for terrain generation but I can not find any stream that will not behave like a vanilla stream. In my opinion this mod will not add new streams by repopulate the terrain with any command or editor.
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psychoelitenz
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I'm not sure why I'm not seeing more than a single stream in many of the worlds that I have generated, There isn't a config file so I change how frequent they are either, is there a way to fix this?
(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?
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 9/13/15 10:28 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: FreshWaterStationary
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: FreshWaterStationary
at farseek.block.material.package$LiquidMaterialValue$.stillBlock$extension(package.scala:22)
at streams.block.BlockRiver.<init>(BlockRiver.scala:35)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2$$anonfun$apply$3.apply(FixedFlowBlock.scala:20)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2$$anonfun$apply$3.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$WithFilter$$anonfun$map$2.apply(TraversableLike.scala:728)
at scala.collection.immutable.Range.foreach(Range.scala:160)
at scala.collection.TraversableLike$WithFilter.map(TraversableLike.scala:727)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2.apply(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.immutable.Range.foreach(Range.scala:160)
at scala.collection.TraversableLike$class.flatMap(TraversableLike.scala:252)
at scala.collection.AbstractTraversable.flatMap(Traversable.scala:104)
at streams.block.FixedFlowBlock$$anonfun$1.apply(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$$anonfun$1.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.immutable.List.foreach(List.scala:383)
at scala.collection.TraversableLike$class.flatMap(TraversableLike.scala:252)
at scala.collection.immutable.List.flatMap(List.scala:346)
at streams.block.FixedFlowBlock$.<init>(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$.<clinit>(FixedFlowBlock.scala)
at streams.StreamsMod$.handle(StreamsMod.scala:29)
at streams.StreamsMod.handle(StreamsMod.scala)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.7.0_75, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 152199112 bytes (145 MB) / 305004544 bytes (290 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1492 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCH Forge{10.13.4.1492} [Minecraft Forge] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCH tfc_coremod{0.79.23} [TFC[coremod]] (minecraft.jar)
UCH terrafirmacraft{0.79.23} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.23.808.jar)
UCH betterstorage{0.13.1.126} [BetterStorage] (BetterStorage-1.7.10-0.13.1.126.jar)
UCH chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar)
UCH creativecore{1.2.0} [CreativeCore] (CreativeCore v1.2.2 mc1.7.10.jar)
UCH farseek{1.0.8} [Farseek] (Farseek-1.0.8.jar)
UCE streams{0.1.4} [Streams] (Streams-0.1.4.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.2.12422 Compatibility Profile Context 13.152.0.0' Renderer: 'AMD Rad
---- Minecraft Crash Report ----
// Oh - I know what I did wrong!
Time: 9/13/15 10:28 AM
Description: There was a severe problem during mod loading that has caused the game to fail
cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: FreshWaterStationary
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: FreshWaterStationary
at farseek.block.material.package$LiquidMaterialValue$.stillBlock$extension(package.scala:22)
at streams.block.BlockRiver.<init>(BlockRiver.scala:35)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2$$anonfun$apply$3.apply(FixedFlowBlock.scala:20)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2$$anonfun$apply$3.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$WithFilter$$anonfun$map$2.apply(TraversableLike.scala:728)
at scala.collection.immutable.Range.foreach(Range.scala:160)
at scala.collection.TraversableLike$WithFilter.map(TraversableLike.scala:727)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2.apply(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.immutable.Range.foreach(Range.scala:160)
at scala.collection.TraversableLike$class.flatMap(TraversableLike.scala:252)
at scala.collection.AbstractTraversable.flatMap(Traversable.scala:104)
at streams.block.FixedFlowBlock$$anonfun$1.apply(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$$anonfun$1.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.immutable.List.foreach(List.scala:383)
at scala.collection.TraversableLike$class.flatMap(TraversableLike.scala:252)
at scala.collection.immutable.List.flatMap(List.scala:346)
at streams.block.FixedFlowBlock$.<init>(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$.<clinit>(FixedFlowBlock.scala)
at streams.StreamsMod$.handle(StreamsMod.scala:29)
at streams.StreamsMod.handle(StreamsMod.scala)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.7.0_75, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 152199112 bytes (145 MB) / 305004544 bytes (290 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1492 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCH Forge{10.13.4.1492} [Minecraft Forge] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCH tfc_coremod{0.79.23} [TFC[coremod]] (minecraft.jar)
UCH terrafirmacraft{0.79.23} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.23.808.jar)
UCH betterstorage{0.13.1.126} [BetterStorage] (BetterStorage-1.7.10-0.13.1.126.jar)
UCH chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar)
UCH creativecore{1.2.0} [CreativeCore] (CreativeCore v1.2.2 mc1.7.10.jar)
UCH farseek{1.0.8} [Farseek] (Farseek-1.0.8.jar)
UCE streams{0.1.4} [Streams] (Streams-0.1.4.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.2.12422 Compatibility Profile Context 13.152.0.0' Renderer: 'AMD Rad
TFC 0.79.23+ are incompatable with streams due to the TFC devs cleaning up the code. try using a previous version of TFC, it works just fine.
Does this work with Enhanced Biomes? Because that mod replaces rivers with the "Riparian Zone" so it can generate Alder Trees on the banks.
I haven't tried it, but I can't see why it wouldn't. Unless the developer has managed to sneak in an update I missed, all old rivers are still in game. The new ones it makes are not biomes like the original game's rivers, and don't really care about what biome they're in as long as there's a large water-source to flow into.
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.
You cannot get rid of vanilla rivers. Vanilla uses them to deal with terrain changes between biomes. And streams don't show up often enough to replace vanilla rivers.
The largest Stream I've seen was 15 chunks by 14 chunks, and I suspect that's really close to the maximum possible size :-).
The current system cannot combine them more than you currently see.
===
As I understand it, vanilla biome gen is based on a noise function, that uses a "zoom and fuzzify" system -- as of 1.7.10, first put a climate zone down, then zoom-and-fuzzify twice (so that a climate zone averages 4x4, and is not blocky/grid-y); then, turn each of those spots into a biome appropriate for the climate zone. Make a copy at this point, be able to repeat the following sequence. Then, zoom-and-fuzzify twice; find ocean biomes, and change some of them to mushroom islands; zoom-and-fuzzify three more times; place down lines that will become the rivers, based on that original map that you made the copy from, tracking where the biome divisions moved to during the fuzzifications. Now zoom-and-fuzzify three more times (8 times total). Your original blots are now an average of 256x256, and your map is done.
There is no sense of "This is a terrain structure" at the surface level.
In comparison, streams are currently a large structure. To generate a chunk, and decide if there is a stream in it, where it is, how big it is, etc, the stream has to start at an ocean, river, or lake (not sure about that, actually), and then trace inwards. It maps out a path, and considers what height it will be at at a given location based on the underlying ground.
To avoid runaway worldgen, it has to place a limit on how far a stream can travel, and make sure that it will never infinite loop generating another stream while getting the details of the current one determined.
Now, I have seen two streams separated by only a 2 (3?) chunk gap. So I don't know all the rules involved. But that was the only pair of close streams I've seen, and they actually turned away from each other -- so they never got closer than that.
Keybounce's explanation is correct. Each stream belongs to its own 16x16 chunk partition and cannot combine with anything outside of it, in order to avoid runaway recursion in world gen. The partition size and shape will be configurable in the next major update.
And to clarify, streams start at any body of water that's deep enough on a partition edge - this can be an ocean, static river or lake. It then lays out discrete components such as straights, curves, junctions and sources while trying to find higher ground. These components are very blunt objects however which is part of the reason for the excessive cutting into mountainsides. For the next version I'm ditching the component model in favor of a grid of drainage basins connected by Dijkstra's algorithm. It's not perfect but will be much easier for modders to understand once I open-source the code.
I'm not sure why I'm not seeing more than a single stream in many of the worlds that I have generated, There isn't a config file so I change how frequent they are either, is there a way to fix this?
Config files are coming up in the next major release. For now, you can use the game log to find streams as described in the top post FAQ.
world generates fine , ive seen some flowing rivers but in inventory it crashes mc
-- Head --
Stacktrace:
at farseek.world.package$IBlockAccessValue$.worldProvider$extension(package.scala:151)
at farseek.util.ImplicitConversions$.blockAccessProvider(ImplicitConversions.scala:69)
at farseek.world.package$IBlockAccessValue$.height$extension(package.scala:176)
at farseek.world.package$IBlockAccessValue$.yMax$extension(package.scala)
at farseek.world.package$IBlockAccessValue$.xyzWorld$extension(package.scala:169)
at farseek.world.package$.blockOptionAt(package.scala:85)
at farseek.world.package$.blockAt(package.scala:87)
at streams.block.BlockLiquidExtensions$.getFlowDirection(BlockLiquidExtensions.scala:17)
at streams.block.BlockLiquidExtensions.getFlowDirection(BlockLiquidExtensions.scala)
at net.minecraft.block.BlockLiquid.func_149802_a(BlockLiquid.java)
at net.minecraft.client.renderer.RenderBlocks.func_147721_p(RenderBlocks.java:4000)
at net.minecraft.client.renderer.RenderBlocks.func_147805_b(RenderBlocks.java:256)
at cofh.thermaldynamics.duct.attachments.cover.CoverRenderer.renderCover(CoverRenderer.java:42)
at cofh.thermaldynamics.render.item.RenderItemCover.renderItem(RenderItemCover.java:82)
at net.minecraftforge.client.ForgeHooksClient.renderInventoryItem(ForgeHooksClient.java:183)
-- Item being rendered --
Details:
Item Type: cofh.thermaldynamics.item.ItemCover@50953642
Item Aux: 0
Item NBT: {Meta:0b,Block:"streams:river/tile.water/0/2"}
Item Foil: false
Stacktrace:
at net.minecraft.client.renderer.entity.RenderItem.func_82406_b(RenderItem.java:563)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_147051_a(GuiContainerCreative.java:929)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_146976_a(GuiContainerCreative.java:760)
at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:78)
at net.minecraft.client.renderer.InventoryEffectRenderer.func_73863_a(InventoryEffectRenderer.java:38)
at net.minecraft.client.gui.inventory.GuiContainerCreative.func_73863_a(GuiContainerCreative.java:638)
I just released a patch (v0.1.5) that fixes this, you can get it from the downloads link.
I also released a patch for the Farseek API (v1.0.9) that makes the mod compatible with TerraFirmaCraft v0.79.23+.
Meanwhile development on the next major update continues.
Meanwhile, if you are still willing to patch the current streams, two requests:
1. Change the biomes of the x/z locations where you put the stream and the banks to "river" to help other mods,
2. Is there any way to detect the "stream heads" -- those directional water blocks that you are hiding at the far ends inside the stone cubbyholes? I've gotten realistic fluid overhaul (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2158282-realistic-fluids-overhaul-finite-water-and-stuff/unread) to work with streams (wasn't too hard), but right now it is draining almost everything out of your streams (... kinda makes sense ...). I'm looking to add a water cycle (rain refill, draining excessive buildup), and if I can tell where you streams start, I can put in some sort of continual supply (some hidden, unknown, underground source of the stream). (Expect this to be ready in about two weeks to a month).
(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?
Meanwhile, if you are still willing to patch the current streams, two requests:
1. Change the biomes of the x/z locations where you put the stream and the banks to "river" to help other mods,
2. Is there any way to detect the "stream heads" -- those directional water blocks that you are hiding at the far ends inside the stone cubbyholes? I've gotten realistic fluid overhaul (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2158282-realistic-fluids-overhaul-finite-water-and-stuff/unread) to work with streams (wasn't too hard), but right now it is draining almost everything out of your streams (... kinda makes sense ...). I'm looking to add a water cycle (rain refill, draining excessive buildup), and if I can tell where you streams start, I can put in some sort of continual supply (some hidden, unknown, underground source of the stream). (Expect this to be ready in about two weeks to a month).
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You mentioned that the largest stream that you've ever seen was 14x15 "chunks". You mean blocks, right?
I'm still looking for a spot to place my house. I need an island in between two relatively straight-flowing, wide rivers. (I don't suppose someone has a seed recommendation?) The banks can be too high either.
I know, it's a lot to ask for. Do you think it is possible for a newbie such as me to tweak the code for this to allow generation of larger rivers that meet this requirement?
I don't know who is currently developing this mod, but I have some requests. I use the mod Terrain Control which has been recently ported to Forge by the developers. I will allow you to alter or create Biomes and do influence on the look of a Biome. I wish there would be a way to also get these nice looking streams by repopulating the already existing world and bringing a support for the TerrainGenerator which is called "TerrainControl".
I tried everything but I Streams will not be generated if I use it in combination with Terrain Control. Moreover by using World Painter I will get the same result: No streams. I hope this can be fixed.
You mentioned that the largest stream that you've ever seen was 14x15 "chunks". You mean blocks, right?
I'm still looking for a spot to place my house. I need an island in between two relatively straight-flowing, wide rivers. (I don't suppose someone has a seed recommendation?) The banks can be too high either.
I know, it's a lot to ask for. Do you think it is possible for a newbie such as me to tweak the code for this to allow generation of larger rivers that meet this requirement?
No, I mean _chunks_. Apparently, streams generate inside cells that are 16 chunks by 16 chunks.
Two straight-flowing, wide rivers? And you want an _island_? You won't get it.
What you might find is a single good-sized stream that has enough loops that you can build inside a loop.
The one case I have of two streams that are near each other, have almost parallel, straight main trunks, that turn away from each other will be the closest you have to what you want. But this was in the mountains, with very large banks, and still had something like 3 or 4 chunks of distance between them.
Can you modify the code to do what you want? Lets just say, unlikely.
Oh, wait a sec -- I'm using ATG, so it generates hillier terrain. If you take the same seed, and look at the same location, you will find different biomes there, and they may be flatter.
Seed: -9140128328068566082
Location: X 3306 Z -2310
Stream 1: 3339 63 -2365
Stream 2: 3335 63 -2272
I don't know who is currently developing this mod, but I have some requests. I use the mod Terrain Control which has been recently ported to Forge by the developers. I will allow you to alter or create Biomes and do influence on the look of a Biome. I wish there would be a way to also get these nice looking streams by repopulating the already existing world and bringing a support for the TerrainGenerator which is called "TerrainControl".
(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?
Can you please upload the source, even for the alpha, to GitHub?
I want to get streams to play nice with Realistic Flowing Fluids, and right now it looks like if I can get them to work together, Flowing Fluids will just drain the streams dry unless I can stick a "water source" block at each tip.
* 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?
This is a lovely mod. Is there ANY POSSIBLE WAY to get rid of default rivers? I cannot STAND looking at them. I also have a dream of creating a walled house in the middle of a river, but it looks like they don't get very wide. Is it possible for them to combine into even BIGGER rivers too?
Thanks!
You cannot get rid of vanilla rivers. Vanilla uses them to deal with terrain changes between biomes. And streams don't show up often enough to replace vanilla rivers.
The largest Stream I've seen was 15 chunks by 14 chunks, and I suspect that's really close to the maximum possible size :-).
The current system cannot combine them more than you currently see.
===
As I understand it, vanilla biome gen is based on a noise function, that uses a "zoom and fuzzify" system -- as of 1.7.10, first put a climate zone down, then zoom-and-fuzzify twice (so that a climate zone averages 4x4, and is not blocky/grid-y); then, turn each of those spots into a biome appropriate for the climate zone. Make a copy at this point, be able to repeat the following sequence. Then, zoom-and-fuzzify twice; find ocean biomes, and change some of them to mushroom islands; zoom-and-fuzzify three more times; place down lines that will become the rivers, based on that original map that you made the copy from, tracking where the biome divisions moved to during the fuzzifications. Now zoom-and-fuzzify three more times (8 times total). Your original blots are now an average of 256x256, and your map is done.
There is no sense of "This is a terrain structure" at the surface level.
In comparison, streams are currently a large structure. To generate a chunk, and decide if there is a stream in it, where it is, how big it is, etc, the stream has to start at an ocean, river, or lake (not sure about that, actually), and then trace inwards. It maps out a path, and considers what height it will be at at a given location based on the underlying ground.
To avoid runaway worldgen, it has to place a limit on how far a stream can travel, and make sure that it will never infinite loop generating another stream while getting the details of the current one determined.
Now, I have seen two streams separated by only a 2 (3?) chunk gap. So I don't know all the rules involved. But that was the only pair of close streams I've seen, and they actually turned away from each other -- so they never got closer than that.
* 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?
Is this mod still in development? I use TerrainControl for terrain generation but I can not find any stream that will not behave like a vanilla stream. In my opinion this mod will not add new streams by repopulate the terrain with any command or editor.
Does anyone know what the config is called? I love the mod but would like to reduce the frequency of streams since the tend to chop up ATG mountains.
I'm not sure why I'm not seeing more than a single stream in many of the worlds that I have generated, There isn't a config file so I change how frequent they are either, is there a way to fix this?
Does this work with Enhanced Biomes? Because that mod replaces rivers with the "Riparian Zone" so it can generate Alder Trees on the banks.
I go by AquaBuzzardHR on my YouTube Channel. Link here: https://www.youtube.com/channel/UCyrxj072mhHlrhiv6RoZcWw
It is a channel about building and being creative, currently playing on the Lake Laogai SMP.
Is this 1.8.x compatible?
No, it is 1.7.10, and I'm not sure about 1.7.2
* 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?
// Oh - I know what I did wrong! Time: 9/13/15 10:28 AM
Description: There was a severe problem during mod loading that has caused the game to fail cpw.mods.fml.common.LoaderException: java.lang.NoSuchFieldError: FreshWaterStationary
at cpw.mods.fml.common.LoadController.transition(LoadController.java:163)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:559)
at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:243)
at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:480)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:878)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
Caused by: java.lang.NoSuchFieldError: FreshWaterStationary
at farseek.block.material.package$LiquidMaterialValue$.stillBlock$extension(package.scala:22)
at streams.block.BlockRiver.<init>(BlockRiver.scala:35)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2$$anonfun$apply$3.apply(FixedFlowBlock.scala:20)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2$$anonfun$apply$3.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$WithFilter$$anonfun$map$2.apply(TraversableLike.scala:728)
at scala.collection.immutable.Range.foreach(Range.scala:160)
at scala.collection.TraversableLike$WithFilter.map(TraversableLike.scala:727)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2.apply(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$$anonfun$1$$anonfun$apply$2.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.immutable.Range.foreach(Range.scala:160)
at scala.collection.TraversableLike$class.flatMap(TraversableLike.scala:252)
at scala.collection.AbstractTraversable.flatMap(Traversable.scala:104)
at streams.block.FixedFlowBlock$$anonfun$1.apply(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$$anonfun$1.apply(FixedFlowBlock.scala:19)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.TraversableLike$$anonfun$flatMap$1.apply(TraversableLike.scala:252)
at scala.collection.immutable.List.foreach(List.scala:383)
at scala.collection.TraversableLike$class.flatMap(TraversableLike.scala:252)
at scala.collection.immutable.List.flatMap(List.scala:346)
at streams.block.FixedFlowBlock$.<init>(FixedFlowBlock.scala:19)
at streams.block.FixedFlowBlock$.<clinit>(FixedFlowBlock.scala)
at streams.StreamsMod$.handle(StreamsMod.scala:29)
at streams.StreamsMod.handle(StreamsMod.scala)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at cpw.mods.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:532)
at sun.reflect.GeneratedMethodAccessor7.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:212)
at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:190)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at com.google.common.eventbus.EventSubscriber.handleEvent(EventSubscriber.java:74)
at com.google.common.eventbus.SynchronizedEventSubscriber.handleEvent(SynchronizedEventSubscriber.java:47)
at com.google.common.eventbus.EventBus.dispatch(EventBus.java:322)
at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:304)
at com.google.common.eventbus.EventBus.post(EventBus.java:275)
at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:119)
at cpw.mods.fml.common.Loader.preinitializeMods(Loader.java:556)
... 10 more A detailed walkthrough of the error, its code path and all known details is as follows:
--------------------------------------------------------------------------------------- -- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.7.0_75, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 152199112 bytes (145 MB) / 305004544 bytes (290 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1492 10 mods loaded, 10 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCH mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCH FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCH Forge{10.13.4.1492} [Minecraft Forge] (forge-1.7.10-10.13.4.1492-1.7.10.jar)
UCH tfc_coremod{0.79.23} [TFC[coremod]] (minecraft.jar)
UCH terrafirmacraft{0.79.23} [TerraFirmaCraft] ([1.7.10]TerraFirmaCraft-0.79.23.808.jar)
UCH betterstorage{0.13.1.126} [BetterStorage] (BetterStorage-1.7.10-0.13.1.126.jar)
UCH chocolateQuest{1.0} [Chocolate Quest] (chocolateQuest-1.7.10-1.0.jar)
UCH creativecore{1.2.0} [CreativeCore] (CreativeCore v1.2.2 mc1.7.10.jar)
UCH farseek{1.0.8} [Farseek] (Farseek-1.0.8.jar)
UCE streams{0.1.4} [Streams] (Streams-0.1.4.jar)
GL info: ' Vendor: 'ATI Technologies Inc.' Version: '4.2.12422 Compatibility Profile Context 13.152.0.0' Renderer: 'AMD Rad
TFC 0.79.23+ are incompatable with streams due to the TFC devs cleaning up the code. try using a previous version of TFC, it works just fine.
I haven't tried it, but I can't see why it wouldn't. Unless the developer has managed to sneak in an update I missed, all old rivers are still in game. The new ones it makes are not biomes like the original game's rivers, and don't really care about what biome they're in as long as there's a large water-source to flow into.
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.
Keybounce's explanation is correct. Each stream belongs to its own 16x16 chunk partition and cannot combine with anything outside of it, in order to avoid runaway recursion in world gen. The partition size and shape will be configurable in the next major update.
And to clarify, streams start at any body of water that's deep enough on a partition edge - this can be an ocean, static river or lake. It then lays out discrete components such as straights, curves, junctions and sources while trying to find higher ground. These components are very blunt objects however which is part of the reason for the excessive cutting into mountainsides. For the next version I'm ditching the component model in favor of a grid of drainage basins connected by Dijkstra's algorithm. It's not perfect but will be much easier for modders to understand once I open-source the code.
My mods:
Config files are coming up in the next major release. For now, you can use the game log to find streams as described in the top post FAQ.
My mods:
I just released a patch (v0.1.5) that fixes this, you can get it from the downloads link.
I also released a patch for the Farseek API (v1.0.9) that makes the mod compatible with TerraFirmaCraft v0.79.23+.
Meanwhile development on the next major update continues.
My mods:
Meanwhile, if you are still willing to patch the current streams, two requests:
1. Change the biomes of the x/z locations where you put the stream and the banks to "river" to help other mods,
2. Is there any way to detect the "stream heads" -- those directional water blocks that you are hiding at the far ends inside the stone cubbyholes? I've gotten realistic fluid overhaul (http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2158282-realistic-fluids-overhaul-finite-water-and-stuff/unread) to work with streams (wasn't too hard), but right now it is draining almost everything out of your streams (... kinda makes sense ...). I'm looking to add a water cycle (rain refill, draining excessive buildup), and if I can tell where you streams start, I can put in some sort of continual supply (some hidden, unknown, underground source of the stream). (Expect this to be ready in about two weeks to a month).
* 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?
Keep us updated on this! I'm quite intrigued.
You mentioned that the largest stream that you've ever seen was 14x15 "chunks". You mean blocks, right?
I'm still looking for a spot to place my house. I need an island in between two relatively straight-flowing, wide rivers. (I don't suppose someone has a seed recommendation?) The banks can be too high either.
I know, it's a lot to ask for. Do you think it is possible for a newbie such as me to tweak the code for this to allow generation of larger rivers that meet this requirement?
Hi guys,
I don't know who is currently developing this mod, but I have some requests. I use the mod Terrain Control which has been recently ported to Forge by the developers. I will allow you to alter or create Biomes and do influence on the look of a Biome. I wish there would be a way to also get these nice looking streams by repopulating the already existing world and bringing a support for the TerrainGenerator which is called "TerrainControl".
I tried everything but I Streams will not be generated if I use it in combination with Terrain Control. Moreover by using World Painter I will get the same result: No streams. I hope this can be fixed.
No, I mean _chunks_. Apparently, streams generate inside cells that are 16 chunks by 16 chunks.
Two straight-flowing, wide rivers? And you want an _island_? You won't get it.
What you might find is a single good-sized stream that has enough loops that you can build inside a loop.
The one case I have of two streams that are near each other, have almost parallel, straight main trunks, that turn away from each other will be the closest you have to what you want. But this was in the mountains, with very large banks, and still had something like 3 or 4 chunks of distance between them.
Can you modify the code to do what you want? Lets just say, unlikely.
Oh, wait a sec -- I'm using ATG, so it generates hillier terrain. If you take the same seed, and look at the same location, you will find different biomes there, and they may be flatter.
Seed: -9140128328068566082
Location: X 3306 Z -2310
Stream 1: 3339 63 -2365
Stream 2: 3335 63 -2272
If all you want to do is tweak/alter biomes, look at BiomeTweaker -- http://minecraft.curseforge.com/mc-mods/228895-biometweaker
This goes with an existing worldtype that Streams is happy with (such as default).
* 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?