Currently this mod is destroying my Nether, I'm going to imagine that Biome's O' Plenty is doing this or if this is the case even without that mod.
Ouch! I think this might be a regression from Farseek 2.4. If you're using that one, could you try downgrading to 2.3.2? Meanwhile I'll check on my end and see if I can fix this.
EDIT: i just decided to test it myself and it works just fine as you can see here however the ancient warfare structures mod does conflict as seen here but both the rivers and structures seem to be rare enough that this isnt much of a problem
Hey, how exactly does the mod determine when/where to spawn a river? I'm running Streams with BoP on 1.12.2 and I've been trying to get a good river spawn for a whole day to no avail. In the past, on 1.7.10 with BoP, I managed to get one really cool river through a mountain complex which pierced it like a tree's roots. If my memory serves me right, they also managed to spawn pretty frequently. Now when I generate worlds the rivers are rare and refuse to appear at higher altitudes. When they do, they're usually wholly inside a large structure and only come out at the end.
Could there be a problem with custom blocks, as in the mod doesn't recognise them as possible spawn points? I also have other mods that add a number of custom rocks. Or is it just that it won't spawn when the terrain doesn't allow it to form properly?
Hey, how exactly does the mod determine when/where to spawn a river? I'm running Streams with BoP on 1.12.2 and I've been trying to get a good river spawn for a whole day to no avail. In the past, on 1.7.10 with BoP, I managed to get one really cool river through a mountain complex which pierced it like a tree's roots. If my memory serves me right, they also managed to spawn pretty frequently. Now when I generate worlds the rivers are rare and refuse to appear at higher altitudes. When they do, they're usually wholly inside a large structure and only come out at the end.
Could there be a problem with custom blocks, as in the mod doesn't recognise them as possible spawn points? I also have other mods that add a number of custom rocks. Or is it just that it won't spawn when the terrain doesn't allow it to form properly?
I've been trying to remedy this behavior for some time as I recall the version used in Trchnodefirmacraft operating just as you say. My pack also has the same problem and I believe it to be settings related rather than compatibility related, but I will give things a test today to check.
After checking, I found only this river after nearly an hour of searching on plain vanilla, no mods but streams.
It's definitely not a conflict here, the mod itself seems to be less prone to make the fantastical mega rivers it used to.
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Does this have a chance to come to a version after 1.13? Specifically 1.15.2?
Also I really wish this mod would have been noticed by Mojand during the 1.13 update I was also wishing they would have added water flowing through blocks like fences and iron bars being used as grates as a feature Could that be added to this mod possibly as features promised by Mojang but that they went back on?
Adding water flowing though currently solid blocks like that is probably out of the scope of this mod, given that it deals in structural terrain generation and that is a considerable mechanical undertaking totally unrelated to what this does.
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Not really a heavy mechanic because this mod might deal in structural stuff but many of the water it uses are unique and can be set or presented in vanilla in this way without obviously this mod or a water flowing down a hill or etc.
That being said If this mod plans to come to the water update that would entail it would include Water Logging blocks I feel like with this users adding unique water layers flowing already he would need to add those flowing waters already to the water log list aka make new ones thus this could possibly be done by the flowing water logged blocks be changing states slowly or similar.
It's not a heavy mechanic, but the goal of the mod is to make rivers, and so it makes sense that it focuses on making rivers over adding decorative blocks, waterlogged versions of existing blocks, and then considering how to make the generation for all that more efficient; in software engineering, the process of something like that happening is called 'scope creep', and it makes your work significantly harder over time as more small features 'pile up' and have to be separately maintained.
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You say this like I haven't developed my own software or game before.
I am just asking for features that wouldn't hurt for this mod to help add consistency to vanilla.
It already adds states of water that do not work in base vanilla.
Now in the update aquatic alone water logging is a decently big deal.
If the mod author does not add more types of water logging to keep rivers from being ruined then When someone uses stairs or slabs or fences in the water his unique water states will either convert to air or simply convert to a full sort of water which would still **** up many many rivers aesthetic features.
I only figured since he would need to no matter what add these new water states of his own types of water to water logged slabs and more but as flowing states, It would not hurt to have fences in a wall of them still allow items to pass through and iron bars to filter items.
That being said I am more concerned about the actual new water logged states since I fear this could hinder this mod for updating due to the huge changes to water I think he almost might have to redo many parts or redo it all or just recreate many vanilla parts in his mod.
There is 4 ways he could do this I just am hoping he chooses whatever is best for him but also whatever makes the best sense survival wise and build wise for the terrain.
I've been trying to remedy this behavior for some time as I recall the version used in Trchnodefirmacraft operating just as you say. My pack also has the same problem and I believe it to be settings related rather than compatibility related, but I will give things a test today to check.
After checking, I found only this river after nearly an hour of searching on plain vanilla, no mods but streams.
It's definitely not a conflict here, the mod itself seems to be less prone to make the fantastical mega rivers it used to.
EDIT: Results
That's a bummer, I hope he'll be able to improve it. The original reason why I fell in love with this mod was because it made complex terrain even more amazing. At least I won't waste time creating new worlds to try and find a river anymore.
Hey! First off I love this mod. I have had some of my most AMAZING server experiences using this mod. I am however like some others having a harder time actually finding a river system at start. I am wondering how much of an issue other terrain generators may play a part and what I can do to increase my odds. For my modpack I am also using the Far From Home generator with OTG. This is also using the BOP biomes etc. Does anyone have experience with combing these? I absolutely MUST use Far From home...but I also want the streams to spawn....but even if I take FFH off i still am not seeing streams much.....any advice would be helpful.
Hey! First off I love this mod. I have had some of my most AMAZING server experiences using this mod. I am however like some others having a harder time actually finding a river system at start. I am wondering how much of an issue other terrain generators may play a part and what I can do to increase my odds. For my modpack I am also using the Far From Home generator with OTG. This is also using the BOP biomes etc. Does anyone have experience with combing these? I absolutely MUST use Far From home...but I also want the streams to spawn....but even if I take FFH off i still am not seeing streams much.....any advice would be helpful.
Thanks for the praise sargnickfury! Much appreciated.
I've been getting a few reports of fewer/small Streams network lately, and I think it's a side effect to a tweak in the algorithm in v0.4.8 to fix some nasty crashes (see the bug here). Unfortunately I'm not sure I can restore the old behavior without the bug re-appearing. That said, large Streams networks still do appear on occasion (see Hexidecimark's post before yours for an example) so they're not completely gone. I'm working on a full rewrite for 1.15+ which should yield nicer rivers, so stay tuned for that. Thanks!
If the mod author does not add more types of water logging to keep rivers from being ruined then When someone uses stairs or slabs or fences in the water his unique water states will either convert to air or simply convert to a full sort of water which would still **** up many many rivers aesthetic features.
That being said I am more concerned about the actual new water logged states since I fear this could hinder this mod for updating due to the huge changes to water I think he almost might have to redo many parts or redo it all or just recreate many vanilla parts in his mod.
There is 4 ways he could do this I just am hoping he chooses whatever is best for him but also whatever makes the best sense survival wise and build wise for the terrain.
It's interesting that you mention this, as I've recently implemented precisely this feature (flowing water through waterlogged blocks) in the ongoing 1.15+ rewrite. You're correct that it's hard to do without major re-writes of waterlogged mechanics, so I used a hack where I extrapolate the current of adjacent Streams blocks. It's not perfect but works quite well.
Hexidecimark is correct that this is a bit of a feature creep, taking time away from the actual river generation. But for this new version I wanted to have support for user-created flows (a long-requested feature!) and that does require special attention to getting water blocks to behave the way players would expect. I think users will find it worth the investment in the end.
I love what this mod can do to add some realism into Minecraft, it's also the same reason why I love TerraForged's world gen! They're both amazing, but imagine them working together. Realistic world gen with realistic flowing rivers!
Anyone else getting far fewer flowing streams spawning? I'm just running a 1.12.2 forge build with biomes o plenty and recurrent complex, noticing the spawn frequency for the streams is really really low compared to a few years ago. While they do spawn, I have to fly some distance to find even one passing many non-flowing rivers along the way. Doesn't seem to be any spawn rate config option that I can find.
Can FTB have permission to use Streams (and Farseek) in our modpacks? We have to ask, since we're leaving Curseforge and the mods' licenses don't automatically allow for us to use them. I want to include them in FTB University, it looks like it would fit in nicely!
Ouch! I think this might be a regression from Farseek 2.4. If you're using that one, could you try downgrading to 2.3.2? Meanwhile I'll check on my end and see if I can fix this.
My mods:
Thanks for the info, downgrading to 2.3.2 does fix the issue and I was indeed using 2.4.
How well does this mod play with biomes o plenty?EDIT: i just decided to test it myself and it works just fine as you can see here however the ancient warfare structures mod does conflict as seen here but both the rivers and structures seem to be rare enough that this isnt much of a problem
i have no idea how to fix my name ignore the 98762
Hey, how exactly does the mod determine when/where to spawn a river? I'm running Streams with BoP on 1.12.2 and I've been trying to get a good river spawn for a whole day to no avail. In the past, on 1.7.10 with BoP, I managed to get one really cool river through a mountain complex which pierced it like a tree's roots. If my memory serves me right, they also managed to spawn pretty frequently. Now when I generate worlds the rivers are rare and refuse to appear at higher altitudes. When they do, they're usually wholly inside a large structure and only come out at the end.
Could there be a problem with custom blocks, as in the mod doesn't recognise them as possible spawn points? I also have other mods that add a number of custom rocks. Or is it just that it won't spawn when the terrain doesn't allow it to form properly?
I've been trying to remedy this behavior for some time as I recall the version used in Trchnodefirmacraft operating just as you say. My pack also has the same problem and I believe it to be settings related rather than compatibility related, but I will give things a test today to check.
After checking, I found only this river after nearly an hour of searching on plain vanilla, no mods but streams.
It's definitely not a conflict here, the mod itself seems to be less prone to make the fantastical mega rivers it used to.
EDIT: Results
Does this have a chance to come to a version after 1.13? Specifically 1.15.2?
Also I really wish this mod would have been noticed by Mojand during the 1.13 update I was also wishing they would have added water flowing through blocks like fences and iron bars being used as grates as a feature Could that be added to this mod possibly as features promised by Mojang but that they went back on?
Apparently it's in the works.
Adding water flowing though currently solid blocks like that is probably out of the scope of this mod, given that it deals in structural terrain generation and that is a considerable mechanical undertaking totally unrelated to what this does.
Not really a heavy mechanic because this mod might deal in structural stuff but many of the water it uses are unique and can be set or presented in vanilla in this way without obviously this mod or a water flowing down a hill or etc.
That being said If this mod plans to come to the water update that would entail it would include Water Logging blocks I feel like with this users adding unique water layers flowing already he would need to add those flowing waters already to the water log list aka make new ones thus this could possibly be done by the flowing water logged blocks be changing states slowly or similar.
It's not a heavy mechanic, but the goal of the mod is to make rivers, and so it makes sense that it focuses on making rivers over adding decorative blocks, waterlogged versions of existing blocks, and then considering how to make the generation for all that more efficient; in software engineering, the process of something like that happening is called 'scope creep', and it makes your work significantly harder over time as more small features 'pile up' and have to be separately maintained.
You say this like I haven't developed my own software or game before.
I am just asking for features that wouldn't hurt for this mod to help add consistency to vanilla.
It already adds states of water that do not work in base vanilla.
Now in the update aquatic alone water logging is a decently big deal.
If the mod author does not add more types of water logging to keep rivers from being ruined then When someone uses stairs or slabs or fences in the water his unique water states will either convert to air or simply convert to a full sort of water which would still **** up many many rivers aesthetic features.
I only figured since he would need to no matter what add these new water states of his own types of water to water logged slabs and more but as flowing states, It would not hurt to have fences in a wall of them still allow items to pass through and iron bars to filter items.
That being said I am more concerned about the actual new water logged states since I fear this could hinder this mod for updating due to the huge changes to water I think he almost might have to redo many parts or redo it all or just recreate many vanilla parts in his mod.
There is 4 ways he could do this I just am hoping he chooses whatever is best for him but also whatever makes the best sense survival wise and build wise for the terrain.
That's a bummer, I hope he'll be able to improve it. The original reason why I fell in love with this mod was because it made complex terrain even more amazing. At least I won't waste time creating new worlds to try and find a river anymore.
I have finally found a larger system!
They don't seem quite as frequent but this shows that they do indeed occur.
Hey! First off I love this mod. I have had some of my most AMAZING server experiences using this mod. I am however like some others having a harder time actually finding a river system at start. I am wondering how much of an issue other terrain generators may play a part and what I can do to increase my odds. For my modpack I am also using the Far From Home generator with OTG. This is also using the BOP biomes etc. Does anyone have experience with combing these? I absolutely MUST use Far From home...but I also want the streams to spawn....but even if I take FFH off i still am not seeing streams much.....any advice would be helpful.
Thanks for the praise sargnickfury! Much appreciated.
I've been getting a few reports of fewer/small Streams network lately, and I think it's a side effect to a tweak in the algorithm in v0.4.8 to fix some nasty crashes (see the bug here). Unfortunately I'm not sure I can restore the old behavior without the bug re-appearing. That said, large Streams networks still do appear on occasion (see Hexidecimark's post before yours for an example) so they're not completely gone. I'm working on a full rewrite for 1.15+ which should yield nicer rivers, so stay tuned for that. Thanks!
My mods:
It's interesting that you mention this, as I've recently implemented precisely this feature (flowing water through waterlogged blocks) in the ongoing 1.15+ rewrite. You're correct that it's hard to do without major re-writes of waterlogged mechanics, so I used a hack where I extrapolate the current of adjacent Streams blocks. It's not perfect but works quite well.
Hexidecimark is correct that this is a bit of a feature creep, taking time away from the actual river generation. But for this new version I wanted to have support for user-created flows (a long-requested feature!) and that does require special attention to getting water blocks to behave the way players would expect. I think users will find it worth the investment in the end.
So without further ado... here's a sneak peek!
My mods:
I love what this mod can do to add some realism into Minecraft, it's also the same reason why I love TerraForged's world gen! They're both amazing, but imagine them working together. Realistic world gen with realistic flowing rivers!
@delvr
Any idea or timeframe you think on this? This is one of the last mods I'm waiting on for my pack and it looks like you made a lot of progress on it.
Anyone else getting far fewer flowing streams spawning? I'm just running a 1.12.2 forge build with biomes o plenty and recurrent complex, noticing the spawn frequency for the streams is really really low compared to a few years ago. While they do spawn, I have to fly some distance to find even one passing many non-flowing rivers along the way. Doesn't seem to be any spawn rate config option that I can find.
Can FTB have permission to use Streams (and Farseek) in our modpacks? We have to ask, since we're leaving Curseforge and the mods' licenses don't automatically allow for us to use them. I want to include them in FTB University, it looks like it would fit in nicely!
Since the last sneak peak has been 2 months ago, could you tell how progress is going and if port to Fabric be possible?