Nice mod, although there are some major issues with it. The ones I have identified are below:
(Running the mod with FTB Infinity and RWG/BOP/EBXL)
1. Rivers appear to be compact and localised to small area's of the map.
2. Rivers are able to cut sheer chasms into mountains thereby creating extremely artificial formations.
3. Often the direction of flow in a river is unnatural, thereby causing it to occasionally flow in the opposite direction.
4. When I loaded up an existing world certain blocks changed and became bugged, in particular I noticed that MFR lakes and RFTools blocks are being mucked up.
5. Rivers appear to affect performance significantly on occasions, I find optimization to be needed.
6. River size and origin is very limited and artificial, for example in reality rivers tend to flow from one 'large' water source to another. I find in this mod all rivers tend to start at small random pockets of water with an unrealistic placement.
You make good points. Most reviewers, and myself, agree that #2 (sheer chasms) is the biggest problem right now. This and #3/6 will be mitigated as the new generator actually tries to follow the terrain downwards from pre-sampled high points, and where it's forced to punch through an obstacle it will mostly create tunnels instead of chasms. This "punching through" will still happen sometimes because we need to predefine fixed-sized chunkloading zones for directed river generation, and rivers cannot cross these zone boundaries even if there's lower terrain on the other side. Thus rivers are constrained and more "compact" as per your point #1, but the alternative is for every generation attempt to fail unless it's a straight downward course from a mountain to a nearby ocean which happens only at very small scales in vanilla Minecraft.
Regarding performance, having the river zone size configurable will let players adjust river sizes to something their machines can handle well. As for mod compatibility, such issues are best reported on a case-by-case on the tracker at https://github.com/delvr/Streams/issues.
Hello guys.
Long time no see !
I've been busy with exams and couldn't follow the discussions that happened here. Could anybody tell me what's new?
(I think I have quit the discussion some months ago...)
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
Hello guys.
Long time no see !
I've been busy with exams and couldn't follow the discussions that happened here. Could anybody tell me what's new?
(I think I have quit the discussion some months ago...)
Welcome back! There's not much new for now, the mod is fairly stable and I'm working on a major update to fix some of the broken river placement and make rivers configurable for various world types. Plus it will have some new things like lava rivers. I understand it's taking quite a long time and I thank everyone for their patience.
(Also re: Sejanus_VIIIthe mod will move into beta with that next update I described, but it's not out yet.)
Fine. Thanks for answering.
I don't remember, was it in this mod that someone suggested waterfalls ?
If not, could I do it then ?
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
Would it be possible to move the worldgen earlier (make the IWorldGenerator have a more negative weight value)? It is causing some worldgen glitches with ChromatiCraft.
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I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Would it be possible to move the worldgen earlier (make the IWorldGenerator have a more negative weight value)? It is causing some worldgen glitches with ChromatiCraft.
Hi Reika,
could you clarify what the symptoms are? River gen runs before the IWorldGenerators so it can carve the chunks before they get populated, and it's unlikely I can make it even earlier. But if I can repro said glitches I'll see if some other fix can be added.
could you clarify what the symptoms are? River gen runs before the IWorldGenerators so it can carve the chunks before they get populated, and it's unlikely I can make it even earlier. But if I can repro said glitches I'll see if some other fix can be added.
If it runs before the IWorldGenerators this should not even happen.
Basically, what is happening is that certain things (crystals, pylons, and similar) are generating in invalid locations. Because the code normally works and restricts generation to valid locations), that must mean that the terrain is being changed after my generation code runs. In the case of crystals, they are left floating in midair or underwater; pylons - which can only generate on solid, reasonably flat ground and with open space - are even more adversely affected, generating in the river (or floating above it).
I can link you my worldgen code, though I warn you that it is both complex and relies on my libraries.
Rollback Post to RevisionRollBack
I am the developer of many mods, most famously RotaryCraft and ChromatiCraft.
Feel free to support me and my mods via PayPal or Patreon
Basically, what is happening is that certain things (crystals, pylons, and similar) are generating in invalid locations. Because the code normally works and restricts generation to valid locations), that must mean that the terrain is being changed after my generation code runs. In the case of crystals, they are left floating in midair or underwater; pylons - which can only generate on solid, reasonably flat ground and with open space - are even more adversely affected, generating in the river (or floating above it).
I can link you my worldgen code, though I warn you that it is both complex and relies on my libraries.
Interesting. Not sure why your mods' terrain features would be affected in this way when most others seem to conform to the river terrain. Do you have a screenshot?
If you show me your worldgen code I'll take a look.
Is there any worldgen mod or custom setting I can use to increase the possibility of getting rivers?
I've tried this with BoP, but I found a single river in about 20 minutes of flying around
Not yet, but most likely in the next version (it's complicated though - the world is partitioned into separate river zones so more rivers will mean smaller ones and vice-versa). Meanwhile you can look at the game log for coordinates as per the top post FAQ.
I can't wait to be able to customize river spawning. I've had the same problem of not finding any rivers flying around with RWG and Biomes O' Plenty installed.
Interesting. Not sure why your mods' terrain features would be affected in this way when most others seem to conform to the river terrain. Do you have a screenshot?
If you show me your worldgen code I'll take a look.
I do not have screenshots myself because this issue was relayed to me. However, here are my various generators:
Somehow I'm finding rivers alot more frequently. Might just be luck. Generated a world with BoP and RWG and found 2 rivers almost instantly. But I found a few flaws in the river generated in highlands. Stone was blocking the river flow when it dropped down. I know it happened with the ice from freezing over but I didn't expect it with the stone. I also saw a river cross over another river as well as the beginning of a stream hanging over another river.
Do you mean that Optifine would be causing the problem here?
That's weird. I hardly believe that... In which part of the code Optifine would interact with this mod?
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A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =) Current number of corrected posts/things: 7
I don't know if you'd be able to but would you make it so creative people would be able to place the non-decaying water blocks down or (this is the part that would be able to do) make it so when a survival player clicks on the streams with a bucket it would fill it with the non-decaying water?
Whirlpools nuf said. make them
You make good points. Most reviewers, and myself, agree that #2 (sheer chasms) is the biggest problem right now. This and #3/6 will be mitigated as the new generator actually tries to follow the terrain downwards from pre-sampled high points, and where it's forced to punch through an obstacle it will mostly create tunnels instead of chasms. This "punching through" will still happen sometimes because we need to predefine fixed-sized chunkloading zones for directed river generation, and rivers cannot cross these zone boundaries even if there's lower terrain on the other side. Thus rivers are constrained and more "compact" as per your point #1, but the alternative is for every generation attempt to fail unless it's a straight downward course from a mountain to a nearby ocean which happens only at very small scales in vanilla Minecraft.
Regarding performance, having the river zone size configurable will let players adjust river sizes to something their machines can handle well. As for mod compatibility, such issues are best reported on a case-by-case on the tracker at https://github.com/delvr/Streams/issues.
My mods:
Did this mod just become a beta, if so can you direct me to the change log?
Hello guys.
Long time no see !
I've been busy with exams and couldn't follow the discussions that happened here. Could anybody tell me what's new?
(I think I have quit the discussion some months ago...)
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
Lovely mod, used with RWG and biomes o plenty to make a super sexy world.
Everyone is saying the giant chasms are bad, but I like them, I mean, its like the grand canyon.
Welcome back! There's not much new for now, the mod is fairly stable and I'm working on a major update to fix some of the broken river placement and make rivers configurable for various world types. Plus it will have some new things like lava rivers. I understand it's taking quite a long time and I thank everyone for their patience.
(Also re: Sejanus_VIIIthe mod will move into beta with that next update I described, but it's not out yet.)
My mods:
Fine. Thanks for answering.
I don't remember, was it in this mod that someone suggested waterfalls ?
If not, could I do it then ?
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
Would it be possible to move the worldgen earlier (make the IWorldGenerator have a more negative weight value)? It is causing some worldgen glitches with ChromatiCraft.
Hi Reika,
could you clarify what the symptoms are? River gen runs before the IWorldGenerators so it can carve the chunks before they get populated, and it's unlikely I can make it even earlier. But if I can repro said glitches I'll see if some other fix can be added.
My mods:
If it runs before the IWorldGenerators this should not even happen.
Basically, what is happening is that certain things (crystals, pylons, and similar) are generating in invalid locations. Because the code normally works and restricts generation to valid locations), that must mean that the terrain is being changed after my generation code runs. In the case of crystals, they are left floating in midair or underwater; pylons - which can only generate on solid, reasonably flat ground and with open space - are even more adversely affected, generating in the river (or floating above it).
I can link you my worldgen code, though I warn you that it is both complex and relies on my libraries.
Interesting. Not sure why your mods' terrain features would be affected in this way when most others seem to conform to the river terrain. Do you have a screenshot?
If you show me your worldgen code I'll take a look.
My mods:
Not yet, but most likely in the next version (it's complicated though - the world is partitioned into separate river zones so more rivers will mean smaller ones and vice-versa). Meanwhile you can look at the game log for coordinates as per the top post FAQ.
My mods:
I can't wait to be able to customize river spawning. I've had the same problem of not finding any rivers flying around with RWG and Biomes O' Plenty installed.
I do not have screenshots myself because this issue was relayed to me. However, here are my various generators:
https://github.com/ReikaKalseki/ChromatiCraft/blob/master/World/ColorTreeGenerator.java
https://github.com/ReikaKalseki/ChromatiCraft/blob/master/World/RainbowTreeGenerator.java
https://github.com/ReikaKalseki/ChromatiCraft/blob/master/World/PylonGenerator.java
https://github.com/ReikaKalseki/ChromatiCraft/blob/master/World/EnderPoolGenerator.java
https://github.com/ReikaKalseki/ChromatiCraft/blob/master/World/CrystalGenerator.java
Somehow I'm finding rivers alot more frequently. Might just be luck. Generated a world with BoP and RWG and found 2 rivers almost instantly. But I found a few flaws in the river generated in highlands. Stone was blocking the river flow when it dropped down. I know it happened with the ice from freezing over but I didn't expect it with the stone. I also saw a river cross over another river as well as the beginning of a stream hanging over another river.
this have been a long time, i know but if you use optifine, use a the standard or if not try another version of optifine ultra, it worked for me!
Do you mean that Optifine would be causing the problem here?
That's weird. I hardly believe that... In which part of the code Optifine would interact with this mod?
A Rocket Science tester and engineer. Well, at least when it will be released. =)
I'm French so English is not my native language. Please correct me when I make a mistake and don't worry for me, it will be even better. Thanks in advance! =)
Current number of corrected posts/things: 7
These river crossings are a known problem and unrelated to Optifine or any other mod. They'll be fixed in the next major relase.
My mods:
I don't know if you'd be able to but would you make it so creative people would be able to place the non-decaying water blocks down or (this is the part that would be able to do) make it so when a survival player clicks on the streams with a bucket it would fill it with the non-decaying water?
Hello, I honestly can't find the config location. I know I've seen it before. Please help!