I'm a graphics programmer who has recently started helping out on a different project, http://www.imaginenationsgame.com/ , and would be very interested in looking at the source code you use for the river generation!
Any ETA on when it will be available? If / When it does, what will the license rules be for your algorithm?
We would have some other quite interesting issues, as our scale is a LOT larger then minecrafts, but even so, seeing a good looking river algorithm that works together with ATG will be great!
Best Regards
Björn
Hi Zicandar, I went to have a look at your project and it's quite nice! Seems to combine the visual appeal of Minecraft with the emergent behavior of Dwarf Fortress, so if you can follow through with the ambitious design you could have a hit on your hands.
My current river algorithm is a total mess so I'm rewriting it for the next version; that's when it will be open-sourced, with no additional license. No ETA yet but meanwhile if you're looking for inspiration I'm happy to discuss the algorithm either here or by PM. The first thing I'd point out is that it's all dictated by the limitations inherent to Minecraft i.e. an infinite world generated chunk-by-chunk on-the-fly, without any consistent rise of continental plates away from the coasts. If your world avoids those constraints you could probably use a much more powerful algorithm than what I have. Anyway feel free to ask any questions you may have.
Hi Delvr, I've been experimenting with your mod and really like it so far! I am using it in combination with ATG, and the results are sometimes spectacular but can also be... Problematic. Mountains are usually marbled by chasms hundreds of blocks deep, with sheer cliffs which look unnatural compared to the rest of the terrain.
Here is a screenshot showing what I mean:
Is this intended behavior, a bug, or perhaps a configuration-related issue which I could address on this side?
Edit: After reading more comment pages, it looks like this is something that you are aware of and already working on.
I use ATLauncher, so I'm not quite sure how to find the line I need to paste to initialize shaders with this mod? Is there a generic line someone can send me or is it different for everyone?
I'd love to see this for 1.8 since forge is currently at 1.8 now.
Rollback Post to RevisionRollBack
I am a 1.8 Minecraft enthusiast. If i give any ideas to you for your mod that you like or even if I just came to say I like this mod, that basically means I would like this mod for 1.8.
I have ASD. I will most likely speak in a way that could offend people, that's the way I've always been (socially awkward), however, I do not mean to be offensive to anyone. Tactfulness has never been one of my strong suits. So, if your going to hate me...then don't bother talking to me as you will just waste my time and yours as well.
Despite what you're thinking the age in my profile is the actual true age. I find it amazing how many people think that ten is my actual age.
java.lang.ClassCastException: com.mcfht.realisticfluids.fluids.BlockFiniteWater cannot be cast to net.minecraft.block.BlockDynamicLiquid<br> at farseek.block.material.package$LiquidMaterialValue$.flowingBlock$extension(package.scala:28)<br> at streams.block.BlockRiver.func_149695_a(BlockRiver.scala:52)<br> at net.minecraft.world.World.func_147460_e(World.java:697)<br> at net.minecraft.world.World.func_147459_d(World.java:648)<br> at net.minecraft.world.World.func_147444_c(World.java:613)<br> at net.minecraft.world.World.markAndNotifyBlock(World.java:488)<br> at net.minecraft.world.World.func_147465_d(World.java:466)<br> at net.minecraft.world.World.func_147468_f(World.java:573)<br> at com.mcfht.realisticfluids.fluids.BlockFiniteFluid.breakInteraction(BlockFiniteFluid.java:485)<br> at com.mcfht.realisticfluids.fluids.BlockFiniteFluid.checkFlow(BlockFiniteFluid.java:309)
I'm already having to worry about modifying CofhCore to work with Realistic Fluids; I'm not sure what it takes to make this work.
====
Are you able to tag the blocks in and around your streams as biome "River"?
(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?
I have found a mod compatibility issue; not sure how to fix it. When using Streams with Millenaire, Millenaire doesn't recognize flowing water as water. The villagers build as if it wasn't there, then get swept away when they try to use their paths and buildings.
I posted about this on the Millenaire forum. There is an option in the config to define additional block IDs that cannot be built on. Based on what I have been able to see of Streams in NEI, I blocked IDs 613-629 (which came up as "water"), but that doesn't seem to have worked. Did I get the block IDs wrong?
I have found a mod compatibility issue; not sure how to fix it. When using Streams with Millenaire, Millenaire doesn't recognize flowing water as water. The villagers build as if it wasn't there, then get swept away when they try to use their paths and buildings.
I posted about this on the Millenaire forum. There is an option in the config to define additional block IDs that cannot be built on. Based on what I have been able to see of Streams in NEI, I blocked IDs 613-629 (which came up as "water"), but that doesn't seem to have worked. Did I get the block IDs wrong?
The block IDs depend on which mods you have loaded but if you didn't change your mods after writing down the IDs I would expect it to work (although I have no idea how Millenaire actually implements this). If you want to confirm the IDs, look at the FAQ in the top post for the shader configuration; it generates a shader config line with the IDs for your mods combination so you could take the line for water and get the IDs from there.
Could you make this for 1.8 forge?
nvm forgot to read XD
Did you download the Farseek core? It's under the download link for the streams mod and you just put it in the mods folder like usual.
Yea was just reading that on the page XD
Confused on how to set water block id with shaders. Pictures/video would be helpful.
Thanks ninjaprolog! I'm planning to make a list of reviews/showcases by language for the mod, and will be sure to include yours when I do.
My mods:
Hi Zicandar, I went to have a look at your project and it's quite nice! Seems to combine the visual appeal of Minecraft with the emergent behavior of Dwarf Fortress, so if you can follow through with the ambitious design you could have a hit on your hands.
My current river algorithm is a total mess so I'm rewriting it for the next version; that's when it will be open-sourced, with no additional license. No ETA yet but meanwhile if you're looking for inspiration I'm happy to discuss the algorithm either here or by PM. The first thing I'd point out is that it's all dictated by the limitations inherent to Minecraft i.e. an infinite world generated chunk-by-chunk on-the-fly, without any consistent rise of continental plates away from the coasts. If your world avoids those constraints you could probably use a much more powerful algorithm than what I have. Anyway feel free to ask any questions you may have.
My mods:
Hi Delvr, I've been experimenting with your mod and really like it so far! I am using it in combination with ATG, and the results are sometimes spectacular but can also be... Problematic. Mountains are usually marbled by chasms hundreds of blocks deep, with sheer cliffs which look unnatural compared to the rest of the terrain.
Here is a screenshot showing what I mean:
Is this intended behavior, a bug, or perhaps a configuration-related issue which I could address on this side?
Edit: After reading more comment pages, it looks like this is something that you are aware of and already working on.
I use ATLauncher, so I'm not quite sure how to find the line I need to paste to initialize shaders with this mod? Is there a generic line someone can send me or is it different for everyone?
Never mind! I found the line in the console!
But now I have a new issue of the shaders not rendering with the mod and I don't know if I did something wrong..
I've found plenty of rivers with BoP. Creates some great sights.
Also, I like the sheer cliffs.
I'd love to see this for 1.8 since forge is currently at 1.8 now.
I am a 1.8 Minecraft enthusiast. If i give any ideas to you for your mod that you like or even if I just came to say I like this mod, that basically means I would like this mod for 1.8.
I have ASD. I will most likely speak in a way that could offend people, that's the way I've always been (socially awkward), however, I do not mean to be offensive to anyone. Tactfulness has never been one of my strong suits. So, if your going to hate me...then don't bother talking to me as you will just waste my time and yours as well.
Despite what you're thinking the age in my profile is the actual true age. I find it amazing how many people think that ten is my actual age.
#Give1.8aChance
Is this compatible with CoFHcore?
Yes. There should be very few mods if any this wouldn't be compatible with.
Streams and CofhCore work together just fine.
Streams and Realistic Flowing Fluids do not.
I'm already having to worry about modifying CofhCore to work with Realistic Fluids; I'm not sure what it takes to make this work.
====
Are you able to tag the blocks in and around your streams as biome "River"?
Sigh. I hate these forums.
* 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?
I have found a mod compatibility issue; not sure how to fix it. When using Streams with Millenaire, Millenaire doesn't recognize flowing water as water. The villagers build as if it wasn't there, then get swept away when they try to use their paths and buildings.
I posted about this on the Millenaire forum. There is an option in the config to define additional block IDs that cannot be built on. Based on what I have been able to see of Streams in NEI, I blocked IDs 613-629 (which came up as "water"), but that doesn't seem to have worked. Did I get the block IDs wrong?
Thanks, I just fixed this bug and will release a patch for it in the next few days.
My mods:
The block IDs depend on which mods you have loaded but if you didn't change your mods after writing down the IDs I would expect it to work (although I have no idea how Millenaire actually implements this). If you want to confirm the IDs, look at the FAQ in the top post for the shader configuration; it generates a shader config line with the IDs for your mods combination so you could take the line for water and get the IDs from there.
My mods:
Will try that. Thanks!
This is by far my favorite (Vanilla-ish)world gen mod. Keep up the awesome work I really look forward to further developments!