Hi Delvr. I love the mod by the way. I have a few questions/suggestions. Can you add a river biome id to the flowing rivers. I have some mods that add animals and plants to the rivers and they are not added without a river biome id. Also I've noticed the rivers don't travel very far inland. Are you going add that possibly. I'm thinking of a river starting at a source then flowing a long distance into a lake/delta/sea? Are you looking to add river basins with tributaries kinda like the e.x Amazon,Mississippi,Congo? Other than that the mod is great! Hope I could help provide some feedback.
Edit
(I posted this on the other forum before checking that the new posts are on this one)
This mod looks great, took me a while to find a stream, then I stumbled on 3 waterfalls feeding into a bigger stream, then into the ocean. Looked amazing.
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):
Will there be a setting later to allow us to change default rivers to do this as well?
Maybe just remove default rivers and set the flow rivers to end in lakes/oceans only?
Thing is is that Rivers are a Biome in minecraft, where from what I understand the streams are generated after the world is, It would need some new Generation code to do that. (please be aware that I am not entirely sure on this)
Hi Delvr. I love the mod by the way. I have a few questions/suggestions. Can you add a river biome id to the flowing rivers. I have some mods that add animals and plants to the rivers and they are not added without a river biome id. Also I've noticed the rivers don't travel very far inland. Are you going add that possibly. I'm thinking of a river starting at a source then flowing a long distance into a lake/delta/sea? Are you looking to add river basins with tributaries kinda like the e.x Amazon,Mississippi,Congo? Other than that the mod is great! Hope I could help provide some feedback.
Edit
(I posted this on the other forum before checking that the new posts are on this one)
Thanks for your feedback! Rivers are short so their generation doesn't slow the game to a crawl, but since I'm not getting any reports of extreme lag it seems there's room to make them longer in a future update. They'll never be as long as those static fractal rivers with no beginning and end though, which is why I left the static rivers in as possible endpoints for rivers that are too far inland to reach any sea.
As for biomes, it's been under discussion for some time. I've refrained from using a custom river biome because I wanted the surrounding biome's vegetation to reach all the way to the edge of the rivers. With a static biome, river banks would probably just be some grass with a few variations, which fails to account for the huge varieties of custom biomes out there. I wish mods would look at the presence of water (as a material, not a block) as well as the prevalent temperature/rainfall instead of biomes when placing things, but few seem to do so. TerrafirmaCraft does do it which is great, as it makes cattails grow alongside the streams.
Seems like new blocks doesn't compatible with the shader........
Or maybe we should see the shader doesn't compatible with these new blocks?
That's right, shaders look for specific block IDs to recognize water. The next update of the mod will print out a list of river block IDs at startup, for players to insert into their shader config files.
I tried the mod with FastCraft and DragonAPI and RotaryCraft (the mod that failed in your log) and got a crash but it was due to me leaving the .zip extension after .jar in the file names. Once I fixed that it worked fine. Was it the case for you? If not, please try removing other mods until the crash no longer happens, so we can discover the conflict.
I wish mods would look at the presence of water (as a material, not a block) as well as the prevalent temperature/rainfall instead of biomes when placing things, but few seem to do so. TerrafirmaCraft does do it which is great, as it makes cattails grow alongside the streams.
Actually, most mods should (And generally do) use the biome dictionary. So if you wanted, you could give your rivers the biome name 'SUPER_FUN_TIME_HAPPY_PLACE' and so long as it's dictionary'd as 'RIVER', mods will see it as a river. So Forestry bees for example - Some species can only be cultivated in a river biome. Forestry validates this by checking for the biome dictionary designation 'RIVER'.
And if the biome designation for your rivers is set after terrain generation, the surrounding area should still retain at least some of the features of the biomes it was. Just make sure you're last to decorate.
I mean, most mods aren't going to really take advantage of the biome designation after generation, Forestry bees being one example, but it'd be nice for future-proofing. It is a river, after all. Might as well let the game know. You could even add your own biome dictionary definition for 'STREAM' for the smaller tributaries and maybe another mod will come along someday and take advantage of that.
For the output of the ids for shaders, do you still plan on them being in the correct format for ease of copy/paste? Also, would it be possible to do this with water blocks added by other mods (i.e. Terrafirmacraft)? Or maybe instead of a console output, a text file? Consoles can sometimes be difficult to read/locate things due to how fast they move.
And if the biome designation for your rivers is set after terrain generation, the surrounding area should still retain at least some of the features of the biomes it was. Just make sure you're last to decorate.
Ah yes, I hadn't thought of that. I was thinking of the biome array that goes into the created chunk, but I could also change it in the chunks post-populate. It could affect feature placement for generators that overstep their populating area during generation, though; I'll have to experiment.
For the output of the ids for shaders, do you still plan on them being in the correct format for ease of copy/paste? Also, would it be possible to do this with water blocks added by other mods (i.e. Terrafirmacraft)? Or maybe instead of a console output, a text file? Consoles can sometimes be difficult to read/locate things due to how fast they move.
Good idea, I will output all water-material blocks that happen to be loaded, and with the right format. I just tried it and it worked for TFC. It'll still be in the game log for now though.
And if the biome designation for your rivers is set after terrain generation, the surrounding area should still retain at least some of the features of the biomes it was. Just make sure you're last to decorate.
I mean, most mods aren't going to really take advantage of the biome designation after generation, Forestry bees being one example, but it'd be nice for future-proofing. It is a river, after all. Might as well let the game know. You could even add your own biome dictionary definition for 'STREAM' for the smaller tributaries and maybe another mod will come along someday and take advantage of that.
DANGER.
"Last to decorate" means that mods that want to decorate streams won't.
Classic example: Custom Ore Generation, or anything that does biome-specific placement of ores. A quick example would be placing stuff along rivers -- Geologica (uses COG), etc.
===
Forge, as I understand it, doesn't really have defined values for relative ordering of generation. People I've spoken to have told me that "everyone wants to run last" in generation. COG, in particular, wants to make sure that no one else will alter ores after it runs (because it can wipe all the ores out, and replace them -- and ores can spread into adjacent chunks), and Mystcraft wants to make sure no one can alter anything after it (because it needs to count the result of ore placements, or to make sure that snow is on top of all the trees, no matter how big they might be). The very nature of a river in a desert / savanna (even plains) means that you'll have more trees by the river than elsewhere in the biome.
I understand that you want a river in a forest to look different than a river in a desert. That makes sense. It's just that there needs to be some sort of "early (biometop) decorations, basic decorations, terrain-type decorations, post-terrain-type decorations, oregen, post-orgen" ordering standards that don't currently exist.
(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?
Got this crash while exploring my world: http://pastebin.com/5v9fmEyX
After I checked on openeye, it said the involving mods were streams, farseek and fastcraft
I just released an update! Go to the top post to grab version 0.1.3. This version improves boat physics a bit, and outputs block IDs to enable shaders for the river blocks.
Note: When loading a world created with Streams 0.1.2 or earlier, Forge will warn you about 48 missing blocks/items and ask if you want to remove them. You can safely click Yes, as these blocks were registered by accident and never actually used.
Changelog:
Improved boat physics in currents so they stay closer to the river center.
Fixed RNG issue that caused different river layouts for the same world seed.
Added startup printout of water block IDs for shader configuration.
Removed unused water blocks (safe to delete from older saves when prompted).
Read the Original Post.
Edit
(I posted this on the other forum before checking that the new posts are on this one)
Or maybe we should see the shader doesn't compatible with these new blocks?
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) {
Thing is is that Rivers are a Biome in minecraft, where from what I understand the streams are generated after the world is, It would need some new Generation code to do that. (please be aware that I am not entirely sure on this)
It probably has to do with Reika's Mod.
Thanks for your feedback! Rivers are short so their generation doesn't slow the game to a crawl, but since I'm not getting any reports of extreme lag it seems there's room to make them longer in a future update. They'll never be as long as those static fractal rivers with no beginning and end though, which is why I left the static rivers in as possible endpoints for rivers that are too far inland to reach any sea.
As for biomes, it's been under discussion for some time. I've refrained from using a custom river biome because I wanted the surrounding biome's vegetation to reach all the way to the edge of the rivers. With a static biome, river banks would probably just be some grass with a few variations, which fails to account for the huge varieties of custom biomes out there. I wish mods would look at the presence of water (as a material, not a block) as well as the prevalent temperature/rainfall instead of biomes when placing things, but few seem to do so. TerrafirmaCraft does do it which is great, as it makes cattails grow alongside the streams.
That's right, shaders look for specific block IDs to recognize water. The next update of the mod will print out a list of river block IDs at startup, for players to insert into their shader config files.
I tried the mod with FastCraft and DragonAPI and RotaryCraft (the mod that failed in your log) and got a crash but it was due to me leaving the .zip extension after .jar in the file names. Once I fixed that it worked fine. Was it the case for you? If not, please try removing other mods until the crash no longer happens, so we can discover the conflict.
My mods:
Actually, most mods should (And generally do) use the biome dictionary. So if you wanted, you could give your rivers the biome name 'SUPER_FUN_TIME_HAPPY_PLACE' and so long as it's dictionary'd as 'RIVER', mods will see it as a river. So Forestry bees for example - Some species can only be cultivated in a river biome. Forestry validates this by checking for the biome dictionary designation 'RIVER'.
And if the biome designation for your rivers is set after terrain generation, the surrounding area should still retain at least some of the features of the biomes it was. Just make sure you're last to decorate.
I mean, most mods aren't going to really take advantage of the biome designation after generation, Forestry bees being one example, but it'd be nice for future-proofing. It is a river, after all. Might as well let the game know. You could even add your own biome dictionary definition for 'STREAM' for the smaller tributaries and maybe another mod will come along someday and take advantage of that.
Ah yes, I hadn't thought of that. I was thinking of the biome array that goes into the created chunk, but I could also change it in the chunks post-populate. It could affect feature placement for generators that overstep their populating area during generation, though; I'll have to experiment.
Good idea, I will output all water-material blocks that happen to be loaded, and with the right format. I just tried it and it worked for TFC. It'll still be in the game log for now though.
My mods:
DANGER.
"Last to decorate" means that mods that want to decorate streams won't.
Classic example: Custom Ore Generation, or anything that does biome-specific placement of ores. A quick example would be placing stuff along rivers -- Geologica (uses COG), etc.
===
Forge, as I understand it, doesn't really have defined values for relative ordering of generation. People I've spoken to have told me that "everyone wants to run last" in generation. COG, in particular, wants to make sure that no one else will alter ores after it runs (because it can wipe all the ores out, and replace them -- and ores can spread into adjacent chunks), and Mystcraft wants to make sure no one can alter anything after it (because it needs to count the result of ore placements, or to make sure that snow is on top of all the trees, no matter how big they might be). The very nature of a river in a desert / savanna (even plains) means that you'll have more trees by the river than elsewhere in the biome.
I understand that you want a river in a forest to look different than a river in a desert. That makes sense. It's just that there needs to be some sort of "early (biometop) decorations, basic decorations, terrain-type decorations, post-terrain-type decorations, oregen, post-orgen" ordering standards that don't currently exist.
* 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?
After I checked on openeye, it said the involving mods were streams, farseek and fastcraft
Note: When loading a world created with Streams 0.1.2 or earlier, Forge will warn you about 48 missing blocks/items and ask if you want to remove them. You can safely click Yes, as these blocks were registered by accident and never actually used.
Changelog:
My mods: