This mod is fantastic. I just downloaded it for 1.8.9 and I'm running into a few small issues. The first is that journey map shows the streams as purple. Mostly a cosmetic issue, but if someone else knows how to fix it, I'd appreciate the information. The second problem is more frustrating. Whenever I create a world with using Highlands generation, the streams connect to oceans 1 block lower than they should.They work properly if I just use the default world generation, even while highlands is installed though. Again, not sure how to fix it, any help would be awesome!
I am very much looking forward to 1.0 of streams! I love the mod but it can cause the mean tick time to go up dramatically and thus the TPS and worldgen speed to go down when used in conjunction with RTG and BoP, I assume because of the way it tunnels through mountains/hills.
Does anyone have the names of the "water" blocks this mod uses so that I could input them to mapwriter so that it colors them appropriately ? Or better yet, a config for mapwriter that already does this ?
Quick question: Does anyone know of a way to retroactively generate these in an existing world? I'm not talking about new chunks. I'd like to have them generated into existing chunks. The simpleretrogen mod doesn't seem to support this mod (unless I'm doing something wrong), but I'm wondering if there's another way.
This mod is fantastic. I just downloaded it for 1.8.9 and I'm running into a few small issues. The first is that journey map shows the streams as purple. Mostly a cosmetic issue, but if someone else knows how to fix it, I'd appreciate the information. The second problem is more frustrating. Whenever I create a world with using Highlands generation, the streams connect to oceans 1 block lower than they should.They work properly if I just use the default world generation, even while highlands is installed though. Again, not sure how to fix it, any help would be awesome!
Map mods showing the wrong color is a known issue, since they don't recognize the river blocks as water. They could fix this by checking for water as a material instead of as specific blocks.
As for Highlands, I'll take a look and see if I can put in a sea level override for it. (EDIT: I checked and that mod seems only updated to 1.7.10. What version of Highlands and Streams you were using?)
Quick question: Does anyone know of a way to retroactively generate these in an existing world? I'm not talking about new chunks. I'd like to have them generated into existing chunks. The simpleretrogen mod doesn't seem to support this mod (unless I'm doing something wrong), but I'm wondering if there's another way.
Sorry HappyBivouac, Streams doesn't support retroactive generation.
I'm running Highlands 3.1.0 and Streams 1.8.9-0.2 (and Farseek 1.8.9-1.0 if that matters). I don't think the highlands mod is technically "finished" because there aren't any stairs or slabs for the different woods it adds, but the generation part is done as far as I'm aware. Here is the link to the 1.8.9 version of Highlands. Thanks for the feedback!
Does anyone have the names of the "water" blocks this mod uses so that I could input them to mapwriter so that it colors them appropriately ? Or better yet, a config for mapwriter that already does this ?
Here are the Forge registry names for the river blocks:
I am trying to figure out how to make the mod work with shaders (BTW I am using 1.7.10 due to other mods I'm using so I don't know if other versions still have this issue)
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Could you please change the info for finding the Block ID's for the new water blocks? I looked in fml-client-latest.log, couldn't find it, then searched the web for hours to try and figure out a way to find Block ID's for liquids in-game. I recently found what you mentioned in the latest.log instead, so I'm thinking if this isn't an outlier case, then could you change the info? Just want to help save someone else some time.
Also, after testing the change, the shaders turned every other fluid into water except the water added by this mod. Is that just me?
Playing from MC 1.10.2 (with lots of other mods), and have yet to find any actual stream(s)... just vanilla waters it seems as there is no current/flow.
Hey everyone, I've used streams before and had no trouble editing the .VSH to get shaders to treat the water properly. However I had less success after moving to a new 1.10 pack. Looking at the git- i was able to come up with a different solution and wanted to share it (as I haven't seen it mentioned elsewhere
In the shaderpack zip (shaderpackname\shaders\) i created a new file: block.properties
I haven't checked this thread out in a while but I was wondering if you've gotten around to adding an item that allows for river generation; also, I was hoping there is a way to create wider rivers. They'd be really useful and look very cool in a build I'm making! Thanks!
I haven't seen any errors... but I havent seen any thing indicating it's even trying to generate them either... It runs great in RTG, BOP and vanilla but in OTG I find no indication of streams anywhere. The pack is mod heavy but I have no errors and with the same pack but different gens... the streams generate without issue. I'm running biome bundle and I'm inclined to believe that this mod is only set to generate in vanilla biomes and... well ... finding a vanilla biome in a huge map with over 400 biomes... and not just a vanilla biome... but a vanilla biome that actually generated a stream is making it extremely rare.
I could be wrong on that but that's the impression I'm getting here and there is even mention of it in a subredit I read.
Anyone else have issues with this while running biome bundle/OTG?
Could you please change the info for finding the Block ID's for the new water blocks? I looked in fml-client-latest.log, couldn't find it, then searched the web for hours to try and figure out a way to find Block ID's for liquids in-game. I recently found what you mentioned in the latest.log instead, so I'm thinking if this isn't an outlier case, then could you change the info? Just want to help save someone else some time.
Also, after testing the change, the shaders turned every other fluid into water except the water added by this mod. Is that just me?
Thanks for the info, I updated the top post with the correct log name.
Not sure why non-water blocks got changed in your shader, could you let me know which shader pack you were using and attach your modified gbuffers_water.vsh file? Thanks.
Hey everyone, I've used streams before and had no trouble editing the .VSH to get shaders to treat the water properly. However I had less success after moving to a new 1.10 pack. Looking at the git- i was able to come up with a different solution and wanted to share it (as I haven't seen it mentioned elsewhere
In the shaderpack zip (shaderpackname\shaders\) i created a new file: block.properties
This worked fine for me- and appears to eliminate any need to rework your configs when mods change.
Thanks SteadySword, I'd heard of this new feature before and was planning to update the Streams startup message with new instructions, but I found I couldn't make it work, at least not with the SEUS packs. Which shader pack name and version are you using?
This mod is fantastic. I just downloaded it for 1.8.9 and I'm running into a few small issues. The first is that journey map shows the streams as purple. Mostly a cosmetic issue, but if someone else knows how to fix it, I'd appreciate the information. The second problem is more frustrating. Whenever I create a world with using Highlands generation, the streams connect to oceans 1 block lower than they should.They work properly if I just use the default world generation, even while highlands is installed though. Again, not sure how to fix it, any help would be awesome!
I am very much looking forward to 1.0 of streams! I love the mod but it can cause the mean tick time to go up dramatically and thus the TPS and worldgen speed to go down when used in conjunction with RTG and BoP, I assume because of the way it tunnels through mountains/hills.
Does anyone have the names of the "water" blocks this mod uses so that I could input them to mapwriter so that it colors them appropriately ? Or better yet, a config for mapwriter that already does this ?
Quick question: Does anyone know of a way to retroactively generate these in an existing world? I'm not talking about new chunks. I'd like to have them generated into existing chunks. The simpleretrogen mod doesn't seem to support this mod (unless I'm doing something wrong), but I'm wondering if there's another way.
very cool looking! keep it up
Hit Counter(Included in all of my media sources a.k.a forum sigs and ect): Since 2nd of May 2015
Great video, thanks for the showcase piedudeaus!
My mods:
Map mods showing the wrong color is a known issue, since they don't recognize the river blocks as water. They could fix this by checking for water as a material instead of as specific blocks.
As for Highlands, I'll take a look and see if I can put in a sea level override for it. (EDIT: I checked and that mod seems only updated to 1.7.10. What version of Highlands and Streams you were using?)
My mods:
Sorry HappyBivouac, Streams doesn't support retroactive generation.
My mods:
I'm running Highlands 3.1.0 and Streams 1.8.9-0.2 (and Farseek 1.8.9-1.0 if that matters). I don't think the highlands mod is technically "finished" because there aren't any stairs or slabs for the different woods it adds, but the generation part is done as far as I'm aware. Here is the link to the 1.8.9 version of Highlands. Thanks for the feedback!
Here are the Forge registry names for the river blocks:
streams:river/tile.water/-2/-2
streams:river/tile.water/-2/-1
streams:river/tile.water/-2/0
streams:river/tile.water/-2/1
streams:river/tile.water/-2/2
streams:river/tile.water/-1/-2
streams:river/tile.water/-1/2
streams:river/tile.water/0/-2
streams:river/tile.water/0/0
streams:river/tile.water/0/2
streams:river/tile.water/1/-2
streams:river/tile.water/1/2
streams:river/tile.water/2/-2
streams:river/tile.water/2/-1
streams:river/tile.water/2/0
streams:river/tile.water/2/1
streams:river/tile.water/-2/2
My mods:
I am trying to figure out how to make the mod work with shaders (BTW I am using 1.7.10 due to other mods I'm using so I don't know if other versions still have this issue)
One problem...
How do I open a .vsh file?
http://bfy.tw/BSZB
Could you please change the info for finding the Block ID's for the new water blocks? I looked in fml-client-latest.log, couldn't find it, then searched the web for hours to try and figure out a way to find Block ID's for liquids in-game. I recently found what you mentioned in the latest.log instead, so I'm thinking if this isn't an outlier case, then could you change the info? Just want to help save someone else some time.
Also, after testing the change, the shaders turned every other fluid into water except the water added by this mod. Is that just me?
So, can we get a retrogen function plz?
Playing from MC 1.10.2 (with lots of other mods), and have yet to find any actual stream(s)... just vanilla waters it seems as there is no current/flow.
Hey everyone, I've used streams before and had no trouble editing the .VSH to get shaders to treat the water properly. However I had less success after moving to a new 1.10 pack. Looking at the git- i was able to come up with a different solution and wanted to share it (as I haven't seen it mentioned elsewhere
In the shaderpack zip (shaderpackname\shaders\) i created a new file: block.properties
I added a single line to that file:
This worked fine for me- and appears to eliminate any need to rework your configs when mods change.
I haven't checked this thread out in a while but I was wondering if you've gotten around to adding an item that allows for river generation; also, I was hoping there is a way to create wider rivers. They'd be really useful and look very cool in a build I'm making! Thanks!
Can anyone tell me if this works with the new OTG?
I haven't seen any errors... but I havent seen any thing indicating it's even trying to generate them either... It runs great in RTG, BOP and vanilla but in OTG I find no indication of streams anywhere. The pack is mod heavy but I have no errors and with the same pack but different gens... the streams generate without issue. I'm running biome bundle and I'm inclined to believe that this mod is only set to generate in vanilla biomes and... well ... finding a vanilla biome in a huge map with over 400 biomes... and not just a vanilla biome... but a vanilla biome that actually generated a stream is making it extremely rare.
I could be wrong on that but that's the impression I'm getting here and there is even mention of it in a subredit I read.
Anyone else have issues with this while running biome bundle/OTG?
Thanks for the info, I updated the top post with the correct log name.
Not sure why non-water blocks got changed in your shader, could you let me know which shader pack you were using and attach your modified gbuffers_water.vsh file? Thanks.
My mods:
Thanks SteadySword, I'd heard of this new feature before and was planning to update the Streams startup message with new instructions, but I found I couldn't make it work, at least not with the SEUS packs. Which shader pack name and version are you using?
My mods: