p.s. I've also released a patch to the Farseek API (1.0.11) that attemps to fix a worldgen crash with certain mods, as reported by LunariusH upthread. Updating is not necessary to use the latest Streams, but is recommended.
Problem seems to be solved Delvr! Well done!
>.>
Is there any way we could have an option to get both the river canyons *and* the underground tunnels? I loved the canyons, and am looking forward to the tunnels!
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
I was just wondering if it is possible to disable the flowing water animation with the stream blocks. I'm asking this because the sounds and animation causes me a massive amount of lag, and with my shader on the flowing animation is invisible anyway.
Maybe you could direct me to some code I could modify?
I don't know what are your plan for the futur of Streams, but would it be possible to have random springs in a RTG generated world that run across the landscape, following something that would seem like the most realistic place for a river and on a more extended, wider surface ?
Since I started using RWG/RTG in my modded survival worlds, I've had many wonderful moments where I had to stop what I was doing and just marvel at the landscapes that were laid out before me... but I don't think I've ever seen anything as jaw-droppingly awesome as what I've been seeing whilst testing RTG with the latest version of Streams.
From me and my two kids, who are as we speak spelunking in an enormous tunnel with raging rapids, exposed ores, and monsters everywhere... thank you.
.
Thanks WhichOnesPink, that's really great to hear. I think we modders are always glad to get good feedback, but when kids are happy it just feels extra special. Thanks for posting this!
Heh, I'm using both RTG and Streams in my pack. They both go together really well.
Between RTG, Streams, Nature Overhaul and mods like BetterRain (which adds sandstorms and aurora borealises) and Dynamic Surroundings (biome specific sounds, like birds chirping), the world feels much more realistic and fun to explore....
Thanks Kompy_87, glad you like it! It's a nice-looking map you posted too.
BTW everyone feel free to share seeds or screenshots for RTG or other world generators. I'd be happy to add one in the top post as an example of how Streams combines with other mods.
Is the 1.0 rewrite going to be for 1.8.9/1.9? It seems like a good idea with 1.9 coming out soon and 1.8.9 being adopted quickly right now it seems.
That's a good question actually. I've been using 1.7.10 since it was the most popular version by far when I started, and I haven't closely followed the adoption of 1.8+ among modders recently. I'll probably stick to 1.7.10 for the first release but try to upgrade soon afterwards.
Now I just have to figure out how to unmessup that.
If there is any data I can provide, please let me know, there certainly doesn't appear to be any kind of obvious conflict with this.
Yeah that's definitely not supposed to happen. :-) These blocks are placeholders used in Streams' 2-step build process. I've seen it once or twice with alt terrain generators but couldn't reliably reproduce it. It seems to happen when chunk generation is triggered at a longer distance than normal, sometimes due to unintended recursion in chunk populating.
If you can reproduce it consistently for a given seed with a certain combination of mods (not too many, please!) let me know and I'll see what I can do.
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Working my way through it right now Delvr, I haven't added any new terrain generators since you updated, and all I'm using is RTG, CC, PFFA, and Streams.... Shoot... I'll try PFFA next. >.<
Hey delvr - many thanks for this mod - its awesome, I use RTG+CC and from now on +Streams too! And the worlds generating are wonderful.
Thanks MohawkyMagoo, I'm always happy to get feedback.
Firstly - is there a way that config options could be added to stop streams generating their starts in particular biomes? For example desert biomes:
On a few desert biomes im seeing almost 40% of the desert area filled with stream:
Streams shows a distinct propensity to overspawn in Plains, EBXL Meadows, Highlands Meadows and BOP Meadows, and also to give these kind of "stutter" effects with multiple stream starts in a very small area:
This is on the latest RTG+CC versions with the latest Streams version too. Biome mods used beside Vanilla are EBXL, BOP and Highlands. 32 worlds thoroughly tested in this batch, and the results above were fairly even across them all. Not sure if Streams is tailored to these Biome Mods yet? Streams don't seem to start in some of them that you would expect them to? Such as Bop Jade Cliffs, or Highlands Mountain types etc.
Streams has no notions of biomes at all; it only cares about elevations, amount of dry land to spread through, and a water outlet that coincides with the invisible world partitions that separate river structures. So if you see too many Streams or none at all in certain biomes it's partly a coincidence and partly due to the elevation profiles of these biomes. Biome-specific configs is a frequent request though, and in case of deserts I have some players wanting no streams and others streams with fertile banks. As per any feature request I have to consider the effort in implementing in in the old 0.x code as opposed to the 1.0 rewrite, but I'll certainly consider it.
Lastly, a suggestion: RTG, because of the way it generates blocks for terrain, has a small problem with waterfalls - they spread out way too much from source block - sometimes this can be 100 blocks wide at base if its a high elevation start. The way streams generates - cutting its own channels - would seem like an ideal solution? So besides the Stream system which works just fine, could you add waterfalls? To generate fairly high up and cut a surface channel down to water (like the streams do) or if no water available, into a plunge pool?
Waterfalls are a bit tricky in Streams because having too much of those leads to Minecraft's already-puny elevations being eroded too fast; this is much less of a problem in smarter generators like RTG so I could put some more waterfalls there. (Then again, it's easier for the player to carve out a pretty waterfall from a series of rapids that the other way around).
As for smarter waterfalls that are independent of Streams, I would leave that to other modders for now. It should be possible to have water-spread behave differently during world-gen by digging into the ground a bit. That's always tricky though, because a small mistake can lead to runaway recursion.
The problem is StellarSky and SciAPI, once those are removed the streams started generating normally.
Awesome, thanks for letting me know. When I have time I'll try to take a look at their world gen code (if open-source) and see if there's a corner case I'm not handling well with Streams.
Awesome, thanks for letting me know. When I have time I'll try to take a look at their world gen code (if open-source) and see if there's a corner case I'm not handling well with Streams.
Not a problem, and worth noting that they seem like pretty stellar (ha.. ha ha... ha.) guys all around. I'm sure if you asked they'd give you a peak to help things play nicely together, even if not Open Source.
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
While Streams won't know the end until it generates, it can do a "planning" pass, to determine where it will end, and then do a generate event.
Problem? The "end" will be a number of stream mouths, not just a single one. Not sure how well the event bus will like being given an array of locations as a parameter.
---
Streams running through the desert? That's Egypt.
Fertile lands? The shores of the river changing from "desert" to "plains"? Gee, if only that could happen, the topblock changing to grass, and the width of the conversion (how far out from the water) varying as a simple noise function. Could that be an idea for the re-write? (Along with the "river" biome where it runs).
(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?
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"what i do is just changing WorldProvider" - According to the developer, it shouldn't have any effect on World Gen Whatsoever. Unfortunately testing, as I mentioned, doesn't hold out in this case. Not sure what's going on here.
Rollback Post to RevisionRollBack
"Compatability is King, but configuratiblity is Queen" - InfinityRaider
"what i do is just changing WorldProvider" - According to the developer, it shouldn't have any effect on World Gen Whatsoever. Unfortunately testing, as I mentioned, doesn't hold out in this case. Not sure what's going on here.
Sorry LunariusH, what's the context for this? Is this about the mod compatibility issues we discussed earlier?
Not sure how much this would affect performance, or how difficult it would be, but... if biome-specific configs aren't desirable in the 0.x code, maybe as a short-term fix, Streams could post a custom event to Forge just before the stream generates? Then other mods could listen for when a stream is about to generate and cancel it based on whatever logic they want. The event would just need to provide the world/chunk coords of where the stream is about to start.
Actually, having just typed that out, it suddenly occurred to me that the event would probably need to provide two sets of coords - one set for where it starts and another set for where it ends, so biomes could be checked at both points, and Streams probably doesn't know where it's going to end until after it's been generated.
Nevermind me, just rambling out loud!
.
That's an interesting idea, actually. I'll certainly consider this.
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Hmm I like both versions. With canyons and with tunels. would it be possible to make a version or config file to use both systems in the rewritten version? So that when a stream generates it will pick one method of generating?
Sorry if my english isn't that great at the moment.
Problem seems to be solved Delvr! Well done!
>.>
Is there any way we could have an option to get both the river canyons *and* the underground tunnels? I loved the canyons, and am looking forward to the tunnels!
Hi Delvr,
I was just wondering if it is possible to disable the flowing water animation with the stream blocks. I'm asking this because the sounds and animation causes me a massive amount of lag, and with my shader on the flowing animation is invisible anyway.
Maybe you could direct me to some code I could modify?
(BTW I would also like to disable the sounds)
Hi Delvr,
I don't know what are your plan for the futur of Streams, but would it be possible to have random springs in a RTG generated world that run across the landscape, following something that would seem like the most realistic place for a river and on a more extended, wider surface ?
Thanks WhichOnesPink, that's really great to hear. I think we modders are always glad to get good feedback, but when kids are happy it just feels extra special. Thanks for posting this!
My mods:
Thanks Kompy_87, glad you like it! It's a nice-looking map you posted too.
BTW everyone feel free to share seeds or screenshots for RTG or other world generators. I'd be happy to add one in the top post as an example of how Streams combines with other mods.
My mods:
That's a good question actually. I've been using 1.7.10 since it was the most popular version by far when I started, and I haven't closely followed the adoption of 1.8+ among modders recently. I'll probably stick to 1.7.10 for the first release but try to upgrade soon afterwards.
My mods:
Here's a fun and unexpected conflict!
Seriously, that's a fun day!
Now I just have to figure out how to unmessup that.
If there is any data I can provide, please let me know, there certainly doesn't appear to be any kind of obvious conflict with this.
Yeah that's definitely not supposed to happen. :-) These blocks are placeholders used in Streams' 2-step build process. I've seen it once or twice with alt terrain generators but couldn't reliably reproduce it. It seems to happen when chunk generation is triggered at a longer distance than normal, sometimes due to unintended recursion in chunk populating.
If you can reproduce it consistently for a given seed with a certain combination of mods (not too many, please!) let me know and I'll see what I can do.
My mods:
Working my way through it right now Delvr, I haven't added any new terrain generators since you updated, and all I'm using is RTG, CC, PFFA, and Streams.... Shoot... I'll try PFFA next. >.<
Thanks MohawkyMagoo, I'm always happy to get feedback.
Streams has no notions of biomes at all; it only cares about elevations, amount of dry land to spread through, and a water outlet that coincides with the invisible world partitions that separate river structures. So if you see too many Streams or none at all in certain biomes it's partly a coincidence and partly due to the elevation profiles of these biomes. Biome-specific configs is a frequent request though, and in case of deserts I have some players wanting no streams and others streams with fertile banks. As per any feature request I have to consider the effort in implementing in in the old 0.x code as opposed to the 1.0 rewrite, but I'll certainly consider it.
Waterfalls are a bit tricky in Streams because having too much of those leads to Minecraft's already-puny elevations being eroded too fast; this is much less of a problem in smarter generators like RTG so I could put some more waterfalls there. (Then again, it's easier for the player to carve out a pretty waterfall from a series of rapids that the other way around).
As for smarter waterfalls that are independent of Streams, I would leave that to other modders for now. It should be possible to have water-spread behave differently during world-gen by digging into the ground a bit. That's always tricky though, because a small mistake can lead to runaway recursion.
My mods:
Found it!
The problem is StellarSky and SciAPI, once those are removed the streams started generating normally.
Awesome, thanks for letting me know. When I have time I'll try to take a look at their world gen code (if open-source) and see if there's a corner case I'm not handling well with Streams.
My mods:
Not a problem, and worth noting that they seem like pretty stellar (ha.. ha ha... ha.) guys all around. I'm sure if you asked they'd give you a peak to help things play nicely together, even if not Open Source.
While Streams won't know the end until it generates, it can do a "planning" pass, to determine where it will end, and then do a generate event.
Problem? The "end" will be a number of stream mouths, not just a single one. Not sure how well the event bus will like being given an array of locations as a parameter.
---
Streams running through the desert? That's Egypt.
Fertile lands? The shores of the river changing from "desert" to "plains"? Gee, if only that could happen, the topblock changing to grass, and the width of the conversion (how far out from the water) varying as a simple noise function. Could that be an idea for the re-write? (Along with the "river" biome where it runs).
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(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?
"what i do is just changing WorldProvider" - According to the developer, it shouldn't have any effect on World Gen Whatsoever. Unfortunately testing, as I mentioned, doesn't hold out in this case. Not sure what's going on here.
Sorry LunariusH, what's the context for this? Is this about the mod compatibility issues we discussed earlier?
My mods:
That's an interesting idea, actually. I'll certainly consider this.
My mods:
Yeah, sorry for being vague, that's from Stellar Sky's developer.
Hmm I like both versions. With canyons and with tunels. would it be possible to make a version or config file to use both systems in the rewritten version? So that when a stream generates it will pick one method of generating?
Sorry if my english isn't that great at the moment.
Nether Biomes for 1.7.10: Netherlicious
[edit] This was completely wrong, and I'm an idiot. >.<