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:
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!
After adding you mod into my modpack I get a crash on terrain generation using RWG and ATG. Unfortunately the forums dont seem to want to let me make a spoiler with the crash report in it.
--- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 2/1/15 8:40 AM
Description: Ticking entity
java.lang.reflect.InvocationTargetException
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 farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:122)
at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59)
at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala)
at net.minecraft.client.entity.EntityPlayerSP.func_70072_I(EntityPlayerSP.java)
at net.minecraft.entity.Entity.func_70030_z(Entity.java:403)
Thats the first few lines and the crash only occured after adding your mod to my pack.
java.lang.ClassCastException: biomesoplenty.common.blocks.BlockBOPCoral cannot be cast to net.minecraft.block.BlockLiquid
at streams.block.BlockLiquidExtensions$.getFlowDirection(BlockLiquidExtensions.scala:17)
at streams.block.BlockLiquidExtensions.getFlowDirection(BlockLiquidExtensions.scala)
at net.minecraft.block.BlockLiquid.func_149802_a(BlockLiquid.java)
at weather2.client.entity.particle.EntityWaterfallFX.func_70071_h_(EntityWaterfallFX.java:136)
at net.minecraft.client.particle.EffectRenderer.func_78868_a(EffectRenderer.java:77)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2043)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
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)
Thanks to everyone who posted crash reports - I'll be looking at all of these and working on fixing them for the next release. Keep the feedback coming!
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
Looks like the most recent version is giving me some crash issues. Lots of other mods, so it is more than likely a mod incompatibility, I just honestly have no idea with what. World appears to actually load, but Minecraft crashes after finishing the initial MCA menu in new world generations.
Snippet of crashlog:
[Client thread/INFO] [STDOUT/]: [net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 2/2/15 1:06 AM
Description: Ticking entity
java.lang.reflect.InvocationTargetException
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 farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:114)
at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59)
at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala)
at net.minecraft.client.entity.EntityPlayerSP.func_70072_I(EntityPlayerSP.java)
at net.minecraft.entity.Entity.func_70030_z(Entity.java:403)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:193)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1559)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityPlayerSP.localOnUpdate(EntityPlayerSP.java)
at api.player.client.ClientPlayerAPI.onUpdate(ClientPlayerAPI.java:6312)
at api.player.client.ClientPlayerAPI.onUpdate(ClientPlayerAPI.java:6298)
at net.minecraft.client.entity.EntityPlayerSP.func_70071_h_(EntityPlayerSP.java)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1995)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
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)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.GeneratedMethodAccessor21.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:114)
at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59)
at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala)
at net.minecraft.entity.Entity.func_70072_I(Entity.java)
at net.minecraft.client.entity.EntityPlayerSP.localHandleWaterMovement(EntityPlayerSP.java)
at api.player.client.ClientPlayerAPI.handleWaterMovement(ClientPlayerAPI.java:5225)
at net.minecraft.client.entity.EntityPlayerSP.streams_core_StreamsClassTransformer_net_minecraft_entity_Entity_handleWaterMovement(EntityPlayerSP.java)
... 39 more
The entire crashlog is enormous, to be entirely honest. It looks like it -might- be a conflict between player API and Streams? Maybe?
So some questions on how this will work with some different worldgen.
A. Does it have a whitelist or blacklist by dimension ID? Does it hardcode dimension 0 only?
B. If it generates in other dimensions, then looking at both Mystcraft and RfTools:
1: How does it handle a world that has no river or ocean biomes?
2: How does it handle a world that is flat, with no height variation other than the occasional one-block dip in the ground? Consider that a world that is flat and Y=62 or higher will have no water, and Y=61 or lower will have only water on the surface.
3: How does it handle worlds that have areas open to the void?
4: Mystcraft "Cave worlds" are basically a nether stone noisemap, with normal biomes at the top (Y=128, flat), and a sea down at Y=32, like the nether. Will you generate flowing rivers in such a world, and if so, both where now (so do you generate if the ground is way up at 128), and will you have the ability to generate into the underground area in the future?
C. Do you plan to have improved compatibility with either RfTools or Mystcraft? For mystcraft, I know it's possible to have "Flowing Rivers" as a symbol for a controllable world feature; for RFTools, I suspect the same is possible (but don't know for sure). (I'm also not sure if it would make more sense to only use the world's sea block type, or if it would make more sense to take an explicit liquid type -- which would permit lava rivers in a world with a water sea, or visa-versa). (For that matter, are you only doing water and lava, or can you do any mod liquid?)
(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 just came back to mention the same thing though. I had a worldgen crash when I attempted to enter Eternal Frost... but the little update seemed to fix it. Even so, a dimension blacklist would be a really good idea.
PS: Hope we're not all adding too many items to your todo list!
The mod is now working for me without crashes and I must say, I'm thoroughly impressed. I like that lilypads and water plants from Plant Mega Pack are able to spawn naturally in your streams. Keep up the good work.
Any chance you could implement an API so world generator modders can use your flowing water for their own rivers? Ted's RWG comes to mind.
EDIT: Also one thing to note - Mobs don't seem too smart about staying out of these rivers. As a result, if you post up near one for a few Minecraft days you'll eventually end up with 20+ mobs bobbing around where the stream terminates. Kind of a resource hog and definitely dangeous in Survival. Not sure there's much you can do about it, though.
(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?
Looks like the most recent version is giving me some crash issues. Lots of other mods, so it is more than likely a mod incompatibility, I just honestly have no idea with what. World appears to actually load, but Minecraft crashes after finishing the initial MCA menu in new world generations.
That's strange, it crashes in one of the functions I had fixed in the new version. Can you re-confirm that you were using the latest 0.1.1 release? Also were you running a client or server? And finally could you post the entire crash log on pastebin so I can investigate? Thanks.
So some questions on how this will work with some different worldgen.
A. Does it have a whitelist or blacklist by dimension ID? Does it hardcode dimension 0 only?
Hello Keybounce, currently it generates in the overworld (dimension 0) only. As Rekonin pointed out I did have Nether lava rivers in the prototype but had to disable those in the first release due to bugs. I don't try to create generators for unknown dimensions and I'm not yet sure how that would be handled. The mod already tries to guess at certain things like sea level that don't have getters or even constants in vanilla Minecraft. (For sea level I use horizon level as a proxy, assuming that any mod that changes sea level will also change that so things look good. This has proved correct in the case of customizable sea levels in ATG for example.) But there will always be edge cases I cannot foresee, that would just cause crashes. I'm thinking of making an API that other mods could use to request a generator for their dimension, specifying their sea level, liquid type etc. The water blocks themselves could also be exposed, as DraxisWuf suggests, for modders wanting to make their own river algorithm. That's still a couple versions out however.
i made a mod showcase really best mod thx for create that.
Thanks a lot for your video! I don't speak Italian but the tone sounded rather positive, so I guess you liked it. :-) I assume the darkened waterfalls were due to the shaders you were using - do those usually work with vanilla flowing water?
EDIT for tomberry87: actually, looking back at the video it seems that the dark waterfalls (which are standard vanilla flowing blocks) were actually displayed as the shader intended, and the custom flowing blocks are not handled by the shader. I wonder what it would take to make my blocks shader-compatible... sadly I know very little about rendering.
That's strange, it crashes in one of the functions I had fixed in the new version. Can you re-confirm that you were using the latest 0.1.1 release? Also were you running a client or server? And finally could you post the entire crash log on pastebin so I can investigate? Thanks.
Definitely was running the latest of both Farseek and Streams. Re-downloaded them and will boot up Minecraft again just to double check. Running on Client for now.
I'll end up having to upload the crashlog to Dropbox or something; it was actually too large to be posted on pastebin.
Edited in: Exact steps taken:
Single Player, New World, Creative, World appears to build fine, get in-game, MCA prompts for initial world creation, "Next" on Gender screen, "Next" on Name Screen, "Next" on Configuration Screen, "Finish", leads into a "Shutting down internal server" crash.
Hello, I make a modpack called Technofirma, focused around Terrafirmacraft, and I would like to use this mod in my pack. May I have permission to due so?
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
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:
However Streams is currently not compatible with these 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
My mods:
Thats the first few lines and the crash only occured after adding your mod to my pack.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
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 weather2.client.entity.particle.EntityWaterfallFX.func_70071_h_(EntityWaterfallFX.java:136)
at net.minecraft.client.particle.EffectRenderer.func_78868_a(EffectRenderer.java:77)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2043)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:961)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
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)
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
I never read everything... My 1st problem.
When you post a mod: "No pics no clicks" and "MCreator = bad ~99% of the time"
Don't forget to read the crashlog before reporting the crash. It might tell you why it's crashing.
Sorry if my spelling is bad, I'm learning english...
My mod ideas: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/mods-discussion/2354659-medsal15s-mod-ideas-hub
Why do evil poeple always want to control the world?
If you need ideas, I may be able to give you some...
Warning status: Unbanned
http://pastebin.com/D5fCJdac
Check out my art!!
http://blueeyes9.deviantart.com/
My mods:
These should fix all three crashes reported in the thread so far (two of them server-specific). If you still experience issues please let me know.
Here is the changelog entry:
0.1.1
My mods:
Snippet of crashlog:
[Client thread/INFO] [STDOUT/]: [net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// On the bright side, I bought you a teddy bear!
Time: 2/2/15 1:06 AM
Description: Ticking entity
java.lang.reflect.InvocationTargetException
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 farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:114)
at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59)
at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala)
at net.minecraft.client.entity.EntityPlayerSP.func_70072_I(EntityPlayerSP.java)
at net.minecraft.entity.Entity.func_70030_z(Entity.java:403)
at net.minecraft.entity.EntityLivingBase.func_70030_z(EntityLivingBase.java:193)
at net.minecraft.entity.Entity.func_70071_h_(Entity.java:318)
at net.minecraft.entity.EntityLivingBase.func_70071_h_(EntityLivingBase.java:1559)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:288)
at net.minecraft.client.entity.EntityPlayerSP.localOnUpdate(EntityPlayerSP.java)
at api.player.client.ClientPlayerAPI.onUpdate(ClientPlayerAPI.java:6312)
at api.player.client.ClientPlayerAPI.onUpdate(ClientPlayerAPI.java:6298)
at net.minecraft.client.entity.EntityPlayerSP.func_70071_h_(EntityPlayerSP.java)
at net.minecraft.client.entity.EntityClientPlayerMP.func_70071_h_(SourceFile:63)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:1995)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:962)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:887)
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)
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 org.multimc.onesix.OneSixLauncher.launchWithMainClass(OneSixLauncher.java:286)
at org.multimc.onesix.OneSixLauncher.launch(OneSixLauncher.java:376)
at org.multimc.EntryPoint.listen(EntryPoint.java:165)
at org.multimc.EntryPoint.main(EntryPoint.java:54)
Caused by: java.lang.reflect.InvocationTargetException
at sun.reflect.GeneratedMethodAccessor21.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)
at farseek.core.ReplacedMethod.apply(MethodReplacementTransformer.scala:114)
at streams.entity.item.EntityBoatExtensions$.handleWaterMovement(EntityBoatExtensions.scala:59)
at streams.entity.item.EntityBoatExtensions.handleWaterMovement(EntityBoatExtensions.scala)
at net.minecraft.entity.Entity.func_70072_I(Entity.java)
at net.minecraft.client.entity.EntityPlayerSP.localHandleWaterMovement(EntityPlayerSP.java)
at api.player.client.ClientPlayerAPI.handleWaterMovement(ClientPlayerAPI.java:5225)
at net.minecraft.client.entity.EntityPlayerSP.streams_core_StreamsClassTransformer_net_minecraft_entity_Entity_handleWaterMovement(EntityPlayerSP.java)
... 39 more
The entire crashlog is enormous, to be entirely honest. It looks like it -might- be a conflict between player API and Streams? Maybe?
A. Does it have a whitelist or blacklist by dimension ID? Does it hardcode dimension 0 only?
B. If it generates in other dimensions, then looking at both Mystcraft and RfTools:
1: How does it handle a world that has no river or ocean biomes?
2: How does it handle a world that is flat, with no height variation other than the occasional one-block dip in the ground? Consider that a world that is flat and Y=62 or higher will have no water, and Y=61 or lower will have only water on the surface.
3: How does it handle worlds that have areas open to the void?
4: Mystcraft "Cave worlds" are basically a nether stone noisemap, with normal biomes at the top (Y=128, flat), and a sea down at Y=32, like the nether. Will you generate flowing rivers in such a world, and if so, both where now (so do you generate if the ground is way up at 128), and will you have the ability to generate into the underground area in the future?
C. Do you plan to have improved compatibility with either RfTools or Mystcraft? For mystcraft, I know it's possible to have "Flowing Rivers" as a symbol for a controllable world feature; for RFTools, I suspect the same is possible (but don't know for sure). (I'm also not sure if it would make more sense to only use the world's sea block type, or if it would make more sense to take an explicit liquid type -- which would permit lava rivers in a world with a water sea, or visa-versa). (For that matter, are you only doing water and lava, or can you do any mod liquid?)
* 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?
It appears to work in the Nether (pre-release thread pictures: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2213153-streams-real-flowing-rivers).
I just came back to mention the same thing though. I had a worldgen crash when I attempted to enter Eternal Frost... but the little update seemed to fix it. Even so, a dimension blacklist would be a really good idea.
PS: Hope we're not all adding too many items to your todo list!
Any chance you could implement an API so world generator modders can use your flowing water for their own rivers? Ted's RWG comes to mind.
EDIT: Also one thing to note - Mobs don't seem too smart about staying out of these rivers. As a result, if you post up near one for a few Minecraft days you'll eventually end up with 20+ mobs bobbing around where the stream terminates. Kind of a resource hog and definitely dangeous in Survival. Not sure there's much you can do about it, though.
* 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?
That's strange, it crashes in one of the functions I had fixed in the new version. Can you re-confirm that you were using the latest 0.1.1 release? Also were you running a client or server? And finally could you post the entire crash log on pastebin so I can investigate? Thanks.
Hello Keybounce, currently it generates in the overworld (dimension 0) only. As Rekonin pointed out I did have Nether lava rivers in the prototype but had to disable those in the first release due to bugs. I don't try to create generators for unknown dimensions and I'm not yet sure how that would be handled. The mod already tries to guess at certain things like sea level that don't have getters or even constants in vanilla Minecraft. (For sea level I use horizon level as a proxy, assuming that any mod that changes sea level will also change that so things look good. This has proved correct in the case of customizable sea levels in ATG for example.) But there will always be edge cases I cannot foresee, that would just cause crashes. I'm thinking of making an API that other mods could use to request a generator for their dimension, specifying their sea level, liquid type etc. The water blocks themselves could also be exposed, as DraxisWuf suggests, for modders wanting to make their own river algorithm. That's still a couple versions out however.
Thanks a lot for your video! I don't speak Italian but the tone sounded rather positive, so I guess you liked it. :-) I assume the darkened waterfalls were due to the shaders you were using - do those usually work with vanilla flowing water?
EDIT for tomberry87: actually, looking back at the video it seems that the dark waterfalls (which are standard vanilla flowing blocks) were actually displayed as the shader intended, and the custom flowing blocks are not handled by the shader. I wonder what it would take to make my blocks shader-compatible... sadly I know very little about rendering.
My mods:
Definitely was running the latest of both Farseek and Streams. Re-downloaded them and will boot up Minecraft again just to double check. Running on Client for now.
I'll end up having to upload the crashlog to Dropbox or something; it was actually too large to be posted on pastebin.
Edited in: Exact steps taken:
Single Player, New World, Creative, World appears to build fine, get in-game, MCA prompts for initial world creation, "Next" on Gender screen, "Next" on Name Screen, "Next" on Configuration Screen, "Finish", leads into a "Shutting down internal server" crash.
Also, the streams look amazing from the sky (minimap) view: https://imgur.com/a/U8zFq