Hello players,
this mod introduces real flowing rivers, with a true current, to Minecraft. These rivers are generated in the world using custom non-decaying flowing blocks and are much larger than anything the player could create using buckets. They originate in multiple sources and flow down the terrain through slopes and waterfalls, joining together into wider rivers until they reach the sea (or the old-style sea-level static rivers, if those exist in your world).
Keep in mind this is still an alpha release. Rivers are fairly short and don't always appear in ideal places, but this will improve in time. Please see the FAQ section below for explanations of various known issues, including tips on finding a river. Let me know of any other bugs you encounter or suggestions you may have.
Note: the vanilla Minecraft terrain generator has low average altitudes, which makes for rather flat rivers. For best results, consider using a custom terrain generator capable of higher average elevations, such as RTG (see Mod Compatibility, below).
Here's a sample picture from version 0.2, featuring the new underground river tunnels:
(Taken using 1.7.10-0.2 seed -7776677084945245050 at coordinates 350 83 265)
Here's a sample picture from versions 0.1.x which featured canyons instead of tunnels:
(Taken using 1.7.10-0.1.x seed -7106934795561659154 at coordinates -166 80 356)
And here's another picture from versions 0.1.x, with shaders. (To enable shaders with Streams blocks, read the FAQ below)
(Taken using 1.7.10-0.1.x seed 395372788128706985 at coordinates 428 66 166)
Here is a mod showcase by Lextube:
Also check out ThnxCya's Villager Boat Race Challenge!
(Note that both videos above were created in versions 0.1.x, and thus feature canyons instead of tunnels.)
Want to know more? You can find some insights about Streams in this mod review by TeronRedoran.
Installation
- If you don't already have a compatible version of Forge, go to the Forge download page and get a compatible "Installer" version. Then run the installer and choose "Install Client".
- Download both Streams and Farseek from the boxes below and place them in the "mods" subdirectory of the Minecraft install. (On Windows, that's %APPDATA%/.minecraft/mods.) If upgrading from an earlier version, make sure to delete the old jars.
- Run the Minecraft launcher and select a compatible Forge profile. Click "Play". To confirm that the mod was properly loaded, click Mods on the main Minecraft menu and look for it in the list.
Streams/Farseek 1.12 for Minecraft 1.12/1.12.2
Streams/Farseek 1.7.10 for Minecraft 1.7.10
Mod Compatibility
Streams should be compatible out-of-the-box with most custom terrain generators. It was confirmed to work with these mods:
- TerraFirmaCraft (see the dedicated thread)
- Realistic Terrain Generation (RTG)
- Open Terrain Generation (OTG)
- Alternate Terrain Generation (ATG)
- Realistic World Gen (RWG)
- ExtraBiomesXL
- Biomes O' Plenty
- Highlands
However Streams is currently not compatible with these mods:
- Deeper Caves (crashes)
- WTF's Expedition and Krikke's Mod (works sometimes, but each can freeze in combination with various other mods)
Please let me know of your experiences with these or other terrain generators, so I can add them to the list if they work, or look into supporting them otherwise.
FAQ
- How do I find a river? For a quick demo you can try the seeds and coordinates from the sample pictures. Otherwise besides walking along coastlines, you can use the game log as a shortcut to find rivers. The log file is log/latest.log. (You can also view the console in real time: in the launcher go to "Settings" then turn on "Keep output log when game starts" and use "Filter" at the top left to find "Streams".) Then when you generate a world, look for an entry like "[06:07:42] [Server thread/INFO] [streams]: River at tp -24 67 -161". This gives you the coordinates of a river, and you can copypaste it as a "tp" teleport command if you're in Creative mode. I find that I get a river on initial world load about 25-50% of the time depending on the generator, so if you don't get one just keep trying. (Note: versions of Farseek prior to 2.2 would sometimes log in fml-client-latest.log or other log files).
- How do I make shaders work with the river blocks? Due to shaders using different water blocks configuration, Streams as shipped can only support a subset of shaders at a time. Currently this includes SEUS, BSL, and others. Using Sildur's requires modifying a file in the Streams jar as described here, but this will drop support for BSL. Note even with shaders applied, you might not see the directional current of the blocks. This is because very few shaders display water currents currently, for example SEUS did in 10.1 by overlaying the vanilla moving lines, but it stopped doing so in 11.0. This isn't specific to Streams, if you look at regular vanilla flowing water you'll probably see no current in most shaders, you just know it flows based on looking at the angles of the blocks. This is not something Streams has any control over unfortunately.
- Does this mod replace the existing static rivers? No, the old-style sea-level no-current rivers are still around. In fact you will often see flowing rivers terminating in those.
- Can I get rivers in my existing world? Yes, but it probably won't look good. You'll get a patchwork of incomplete river pieces where new and existing chunks meet. You can still do it if say, you're committed to travel far away from your current location, but the mod will warn you to backup your world before proceeding. Streams won't perform the backup for you so make sure you do it!
- Can I create my own rivers? Not at the moment, as the custom flowing blocks are not available to the player. You can alter the existing ones somewhat by digging the shorelines, the rule being that two river neighbors will combine into a new river block by averaging their currents. However a channel dug away from a river behaves as normal decaying water. Later I might add a special bucket that creates custom flows.
- Can I boat on the rivers? Sure! Give it a try. If you just drift along you shouldn't reach boat-breaking speed.
- Why are my rivers so flat? Because the terrain itself is generally flat. You'll find the best rivers in plateau-like biomes. Try a custom terrain generator like RTG to get more of those.
- Are there any underground rivers? How about rivers of lava in the Nether? Rivers do sometimes form tunnels in recent versions although they don't flow below sea level. Lava and Nether rivers are all planned for an upcoming update.
- Why do I sometimes see rivers crossing each other or sources halfway in mid-air? I haven't found out why but I'm working on fixing those.
- Where is the source code? It is now available on GitHub. Please note that the code is in Scala (not Java) and that most of it will be replaced as part of an upcoming major rewrite.
- May I include this mod in my modpack? You may include this mod and API in a modpack if you provide author credit and a link to this forum thread.
- Will this mod be updated to 1.15+? It will, the mod is currently being re-written for a better experience in 1.15+, including giving players the ability to create their own flowing river blocks. Stay tuned!
- How can I help with the mod? There's many ways! You can give feedback, report bugs, help with profiling performance, post screenshots and videos, etc. All help is greatly appreciated!
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RTG-1.12.2-6.1.0.0-snapshot.1 is available for download.
Please be sure to read the notes before using this snapshot.
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There are no plans to update RTG to 1.14, but... it's not completely off the table.
As for adding support for Dynamic Trees, I don't think support will ever be added to RTG itself, but there's nothing stopping anyone from making a 'compatibility' mod, similar to the ones for BOP and Traverse , should somone want to do so.
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There's no release date yet for 1.12, but Srs is working hard on it at the moment, and I'm about to get my hands dirty with it again as well, so hopefully not long now.
There are no plans for RTG after 1.12... however... if I'm still playing modded Minecraft after 1.12 and there isn't a mod that provides the kind of realistic terrain generation that RTG does, then I will do what I can to remedy that.
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Hello, is there anybody in there? Just nod if you can hear me. Is there anyone at home?
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Overview
Realistic Terrain Generation (RTG) is a mod that adds a new world type which generates realistic terrain. It doesn't add new blocks. It doesn't add new mobs. It doesn't even add new biomes. It simply generates more realistic-looking terrain for existing Overworld biomes (including those added by other mods).
Credits
This mod is a re-branded fork of the revolutionary Realistic World Gen mod by ted80. It was created as a new project because it was expected to deviate from ted80's original vision for RWG, and the author of this mod didn't want to interfere with that vision.
RTG is brought to you by Team RTG and contains a number of contributions from various members of the Minecraft modding community. It also uses KdotJPG's OpenSimplex Noise to generate its terrain.
Downloads
1.12 Downloads
We are planning to update RTG to 1.12, but there is no estimated release date. Please be patient.
1.11.2 Downloads
We are planning to update RTG to 1.11.2, but there is no estimated release date. Please be patient.
1.10.2 Downloads
All downloads for 1.10.2 can also be found in the Releases section on GitHub.
Important! You will also need to install either Climate Control OR BiomeTweaker if you wish to control the way vanilla biomes generate (e.g. enable/disable, change biome weight, change biome size, etc.), or if you want to use any of the following biome-adding mods:
(Note: All other biome-adding mods that RTG supports do NOT require Climate Control or BiomeTweaker.)
1.8.9 Downloads
All downloads for 1.8.9 can also be found in the Releases section on GitHub.
Important! You will also need to install either Climate Control OR BiomeTweaker if you wish to control the way vanilla biomes generate (e.g. enable/disable, change biome weight, change biome size, etc.), or if you want to use any of the following biome-adding mods:
(Note: All other biome-adding mods that RTG supports do NOT require Climate Control or BiomeTweaker.)
(Please note that RTG for 1.8.9 is currently in beta, which means that it should primarily be used for testing purposes. If you plan to use RTG for 1.8.9 in a 'live' environment, be sure to generate a new world, and be aware that newer versions may not be backwards-compatible.)
1.7.10 Downloads
All downloads for 1.7.10 can also be found in the Releases section on GitHub.
Important! You will also need to install either Climate Control OR BiomeTweaker if you wish to control the way vanilla biomes generate (e.g. enable/disable, change biome weight, change biome size, etc.), or if you want to use any of the following biome-adding mods:
(Note: All other biome-adding mods that RTG supports do NOT require Climate Control or BiomeTweaker.)
Did you know? Whilst not required, it is strongly recommended that you also install FastCraft for increased performance.
Installation
Did you know? RTG is only required server-side, so if you're hosting a modded server or putting together a mod pack, your users don't even need to have RTG installed! In fact, if your server is using server-side mods exclusively (no client-side mods), then your users can connect to your FORGE server using a VANILLA client (without Forge installed).
Configuration
RTG configuration
When you launch Minecraft after installing RTG for the first time, a folder called RTG gets created in your config folder. The RTG folder contains the main configuration file (rtg.cfg) and another folder called biomes which contains separate config files for each of the biome-adding mods that RTG supports (as well as a config file for vanilla biomes).
Inside RTG's config files, you'll find options for tweaking various aspects of your Minecraft world: biomes, caves, dungeons, mineshafts, strongholds, villages, and more. Each option contains a brief description about what the setting does, but if you're still not sure about a particular setting, feel free to post your questions in the thread.
Climate Control configuration
When you launch Minecraft after installing Climate Control (CC) for the first time, the main configuration file (climatecontrol.cfg) gets created in your config folder, along with a folder called 'ClimateControl' which contains some additional config files. If you installed a supported biome-adding mod, there will also be a config file in the 'ClimateControl' folder that is specific to that mod.
CC's default settings should be fine for most users. However, if you're not sure about a particular option, feel free to post your questions in the thread.
BiomeTweaker configuration
When you launch Minecraft after installing BiomeTweaker for the first time, a folder called 'BiomeTweaker' gets created in your config folder. Inside that folder you will find the main configuration file (BiomeTweaker.cfg), an example config file (ExampleTweaks.cfg), and a folder called 'output' which contains a .json file for each registered biome.
If you're comfortable using mods like MineTweaker and ModTweaker, then you'll have no problem with BiomeTweaker. However, if you're new to the art of 'tweaking', then we would recommend that you use Climate Control instead, as it's much easier to configure.
To make it easier for everyone to get up and running with RTG & BiomeTweaker, we've created a set of working tweaks that you can use to get started. To use the tweaks below, just download the 'BiomeTweaker.cfg' and 'RTG.cfg' files for your relevant mod setup and move them to your BiomeTweaker folder. (If you're using more than one biome-adding mod, you will need to create your own tweaks.)
(Note: Only Biomes O' Plenty, Highlands, and ATG require BiomeTweaker, but we have included working tweaks for all supported mods should you still want to use it for any of those.)
Example tweaks for 1.10.2
Example tweaks for 1.8.9
Example tweaks for 1.7.10
Public chat
Join the official RTG Discord Server to chat with Team RTG and other members of the RTG community!
Videos
[1.10.2] Mod showcase by 7ERr0r using RTG-1.10.2-4.1.1.2:
[1.9] Mod showcase by MrLonelydwarf using RTG-1.9-2.0.0-alpha.4 (Alpha):
Screenshots
Click here to view the screenshots on the Imgur website.
Biome support
RTG currently generates realistic versions of all vanilla biomes, as well as the biomes from these mods:
Mod compatibility
RTG is compatible with most mods, including (but not limited to):
Actually Additions, Applied Energistics 2, AgriCraft, Ancient Trees, Animals+, Ars Magica 2, Alternate Terrain Generation (ATG), Battle Towers, Better Villages, Biomes O' Plenty, BiomeTweaker, Blood Magic, Botania, BuildCraft, Butterfly Mania, Chocolate Quest, Climate Control, Deadly World, Deep Resonance, Dense Ores, DoggyStyle, Dooglamoo Cities Mod, Doomlike Dungeons, Draconic Evolution, Ender Zoo, Enhanced Biomes, EnviroMine, Et Futurum, Ex Nihilo, ExtraBiomesXL, Forestry, Fossils and Archeology, Galacticraft, Gany's Mods, GrowthCraft, Highlands, Immersive Engineering, Just a Few Fish, Lycanite's Mobs, Magnanimous Tools, Magneticraft, Mariculture, Metallurgy, Millenaire, Minechem, MineFactory Reloaded, Mo' Creatures, Mutant Creatures, Natura, Nevermine, Oceancraft, OreSpawn, Pam's HarvestCraft, Plant Mega Pack, Primitive Mobs, Project Red, Quark, RailCraft, ReactorCraft, Recurrent Complex, Reika's Mods, RFTools, Roguelike Dungeons, Ruins, Streams, Thaumcraft, Thermal Expansion, Tinkers' Construct, Tough as Nails, Twilight Forest, Underground Biomes Constructs, Wild Caves, Witchery, WTF's Mods, and many more!
Unfortunately, however, RTG is not compatible with the following mods:
Changelog
To see the full history of changes, please refer to the Releases section on GitHub.
Known issues
RTG's list of known issues can be found here.
dormantChunkCacheSize=0 - Please be advised that some users have reported problems with entities despawning when changing the Forge config setting dormantChunkCacheSize. As such, we recommend that you use the default value for this setting (dormantChunkCacheSize=0).
No realistic version of biome X - If you disable biome patching, you may experience crashes that contain this message: "java.lang.RuntimeException: No realistic version of biome X", where X is a biome ID. This crash is usually caused by either a biome ID conflict of some sort, or by a mod that adds a biome which RTG doesn't support. Here are some things you can do to help prevent this crash from happening:
Frequently asked questions
When will RTG be updated for X.Y.Z?
Please be patient.
May I use RTG in my public/private mod pack?
Please see 'Mod pack policy' section below.
Does RTG add any new blocks/items to the game?
No.
Does RTG add any new biomes?
No. RTG only affects vanilla biomes and biomes that have been added by other mods.
Does RTG add any dimensions?
No.
Does RTG add any mobs?
No.
Does RTG generate realistic terrain in non-Overworld biomes (e.g. The Nether, The End, etc.)?
No. RTG only affects the Overworld.
How should I report issues/bugs/crashes?
You may report issues in this thread, but please use spoiler tags or pastebin for crash reports, and please describe what you were doing immediately before the crash. The more information you provide, the easier it will be to resolve the issue.
How do I prevent a biome from generating?
RTG does not provide a way for you to disable biomes. To prevent a biome from generating, you must disable it via the config files of the mod that adds it. In the case of vanilla biomes, you must use either Climate Control or BiomeTweaker.
Mod pack policy
You may use RTG in your public or private mod pack as long the following conditions are met:
License
RTG is licensed under the GNU General Public License.
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