The scouter says that the number of blocks registered by your mods is over 9,000.
... But that doesn't seem right since the limit is 4,096 and Stream adds only 48 - it should crash way before Streams gets loaded. Perhaps another mod misbehaves and goes around some Forge validations when adding many blocks or registering very high non-contiguous ids. Try removing some other mods until it works, then we'll see what we're conflicting with exactly.
The scouter says that the number of blocks registered by your mods is over 9,000.
... But that doesn't seem right since the limit is 4,096 and Stream adds only 48 - it should crash way before Streams gets loaded. Perhaps another mod misbehaves and goes around some Forge validations when adding many blocks or registering very high non-contiguous ids. Try removing some other mods until it works, then we'll see what we're conflicting with exactly.
My bad, I didn't see the maximum block id at the middle. Usually when I had that kind of crash (because of the ridiculous amount of mod I have), it will tell that I have reached the maximum block id range on the first line of the crash. I will try removing some of the mods and see if it will prevent the crash from happening again. Thanks for responding
It finally worked when I remove a mod that adds lots of blocks! I can finally try this mod out
I use it with realistic world gen and big trees mod. It's definitely a beautiful combo! I've been wanting a mod like this for years now, great job delvr
(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 had this mod running on a server for about a week now windows update transpired this afternoon restarting my server, once that happened now its telling me that I need a new world to run the world with streams on it.
Good mod. Do you create support for shaders mod core ?
Currently the custom river blocks are not handled by shaders so they look different from normal water blocks. This includes the waterfalls and rapids in the flowing rivers, so the result is ugly mismatched lines whenever they go down a level. Sadly I'm not familiar with shaders customization so if anyone can help please let me know.
I have had this mod running on a server for about a week now windows update transpired this afternoon restarting my server, once that happened now its telling me that I need a new world to run the world with streams on it.
This is unexpected - can you confirm that you were reloading the same world that was created with Streams earlier?
yes removing streams out of the save from the world has the exact same environment except for the streams are not there some of it is just sorce water and some of it is just nothing now
I have an idea for you delvr. If you use amplified world gen, BoP, Teds, etc. The ones that either create large hills or cliffs it would be cool if when there was a waterfalls there were "waves" or "rapids" at the bottom. So maybe half blocks of water above the normal level and flow down to the normal level and are lighter color at the top. That would further break shaders most likely and also cause lag though as a downside.
yes removing streams out of the save from the world has the exact same environment except for the streams are not there some of it is just sorce water and some of it is just nothing now
Sorry I'm a little confused. Streams will not let you load a world that was generated without it, for reasons explained in the FAQ on the first post. Likewise Forge will not let you load a modded world with custom blocks (such as Streams) if that mod is not loaded.
Were you trying to reload a Streams-generated world without Streams present in your active mods? Then it's supposed to fail, and you fix it by restarting with the mod active. Or were you intentionally trying to remove Streams from your world? There's no way to do this short of manually removing the mod ID and all custom river blocks from the save, which could lead to unexpected results.
I have an idea for you delvr. If you use amplified world gen, BoP, Teds, etc. The ones that either create large hills or cliffs it would be cool if when there was a waterfalls there were "waves" or "rapids" at the bottom. So maybe half blocks of water above the normal level and flow down to the normal level and are lighter color at the top. That would further break shaders most likely and also cause lag though as a downside.
Good suggestion! I'm currently rewriting the streams generation algorithm to get more realistic rivers, and I'll consider adding rapids if it's feasible.
As for shaders, I've been thinking about a way to make them work, by using vanilla water blocks instead of customs, and saved world data to record their flows. Not sure if it's feasible but if so it will be part of the generation rewrite.
You can have shaders work, edit gbuffers_water.vsh in the shader zip, and mc_Entity.x == [x] || to the line that has it similar to it, where [x] is the id of the custum water block you want shaders to recognize (different for each world, changes when you add/remove mods)
For instance, using sildur's shaders (this works with all, or at least should) this is what line 39 of gbuffers_wqater.wsh looks like for me (with the water setup):
Thanks kev12east, I was looking at this section earlier and besides having the user manually edit the file, I didn't like not knowing in advance what the block IDs would be for a given combination of mods. But you're giving me an idea here: on mod startup I could print out a preformatted entry like yours with the actual IDs filled in. Kind of the same idea as the "tp x y z" format I'm using for the river coordinates in the logs, to save keystrokes for the user when copy-pasting. This could be a good temporary solution to the shaders problem, so I'll try it and put it in the next release if it works.
Speaking of next release, it will also likely include some improvements to boat physics in flowing water. Many reviewers on YouTube have been struggling with getting their boats beached all the time so let's see if I can provide some smooth sailing there.
The scouter says that the number of blocks registered by your mods is over 9,000.
... But that doesn't seem right since the limit is 4,096 and Stream adds only 48 - it should crash way before Streams gets loaded. Perhaps another mod misbehaves and goes around some Forge validations when adding many blocks or registering very high non-contiguous ids. Try removing some other mods until it works, then we'll see what we're conflicting with exactly.
I'm not sure but I'd say a volcano happened. :-) I suggest putting some kind of fence for the villagers next door.
Yeah currently rivers look silliest in the places they're supposed to look their best. It's embarrassing really. I can't wait for my new generator to be complete so we can have proper mountain streams. :-)
Yeah currently rivers look silliest in the places they're supposed to look their best. It's embarrassing really. I can't wait for my new generator to be complete so we can have proper mountain streams. :-)
Sure! Go ahead, just make sure to provide credit and a link to here.
Well thanks Man I'll give you a link to the pack when it's done
The scouter says that the number of blocks registered by your mods is over 9,000.
... But that doesn't seem right since the limit is 4,096 and Stream adds only 48 - it should crash way before Streams gets loaded. Perhaps another mod misbehaves and goes around some Forge validations when adding many blocks or registering very high non-contiguous ids. Try removing some other mods until it works, then we'll see what we're conflicting with exactly.
I'm not sure but I'd say a volcano happened. :-) I suggest putting some kind of fence for the villagers next door.
It already is, give it a try!
My mods:
My bad, I didn't see the maximum block id at the middle. Usually when I had that kind of crash (because of the ridiculous amount of mod I have), it will tell that I have reached the maximum block id range on the first line of the crash. I will try removing some of the mods and see if it will prevent the crash from happening again. Thanks for responding
It finally worked when I remove a mod that adds lots of blocks! I can finally try this mod out
i like it
What mods are using that much?
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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?
Currently the custom river blocks are not handled by shaders so they look different from normal water blocks. This includes the waterfalls and rapids in the flowing rivers, so the result is ugly mismatched lines whenever they go down a level. Sadly I'm not familiar with shaders customization so if anyone can help please let me know.
This is unexpected - can you confirm that you were reloading the same world that was created with Streams earlier?
My mods:
Sorry I'm a little confused. Streams will not let you load a world that was generated without it, for reasons explained in the FAQ on the first post. Likewise Forge will not let you load a modded world with custom blocks (such as Streams) if that mod is not loaded.
Were you trying to reload a Streams-generated world without Streams present in your active mods? Then it's supposed to fail, and you fix it by restarting with the mod active. Or were you intentionally trying to remove Streams from your world? There's no way to do this short of manually removing the mod ID and all custom river blocks from the save, which could lead to unexpected results.
You get normal water. Custom fixed-flow buckets are planned for a future release.
Good suggestion! I'm currently rewriting the streams generation algorithm to get more realistic rivers, and I'll consider adding rapids if it's feasible.
As for shaders, I've been thinking about a way to make them work, by using vanilla water blocks instead of customs, and saved world data to record their flows. Not sure if it's feasible but if so it will be part of the generation rewrite.
My mods:
For instance, using sildur's shaders (this works with all, or at least should) this is what line 39 of gbuffers_wqater.wsh looks like for me (with the water setup):
if(mc_Entity.x == 8.0 || mc_Entity.x == 9.0 || mc_Entity.x == 410.0 || mc_Entity.x == 411.0 || mc_Entity.x == 412.0 || mc_Entity.x == 413.0 || mc_Entity.x == 414.0 || mc_Entity.x == 415.0 || mc_Entity.x == 416.0 || mc_Entity.x == 423.0 || mc_Entity.x == 424.0 || mc_Entity.x == 425.0 || mc_Entity.x == 426.0 || mc_Entity.x == 427.0 || mc_Entity.x == 428.0 || mc_Entity.x == 429.0 || mc_Entity.x == 430.0 || mc_Entity.x == 431.0 || mc_Entity.x == 432.0 || mc_Entity.x == 433.0 || mc_Entity.x == 434.0 || mc_Entity.x == 435.0 || mc_Entity.x == 436.0 || mc_Entity.x == 437.0 || mc_Entity.x == 438.0 || mc_Entity.x == 439.0 || mc_Entity.x == 440.0) {
Speaking of next release, it will also likely include some improvements to boat physics in flowing water. Many reviewers on YouTube have been struggling with getting their boats beached all the time so let's see if I can provide some smooth sailing there.
My mods:
Screws up the mountains a bit but glad it works
Yeah currently rivers look silliest in the places they're supposed to look their best. It's embarrassing really. I can't wait for my new generator to be complete so we can have proper mountain streams. :-)
Sure! Go ahead, just make sure to provide credit and a link to here.
My mods:
Well thanks Man I'll give you a link to the pack when it's done
I thought these were pretty http://imgur.com/a/iPeWs