Mod fluids are likely a long way off. Given the technical description a few posts ago, it looks like each fluid requires 16 unique blocks per fluid, in addition to the full metadata component.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
is this the right place to post things about the mod? if so
I have the mod i got it from skydaz and i made a world no flowing rivers... does it have to be a certain way or do i need to edit the config file???
There's still some dev-oriented talks going on in this thread, but most new topics should be posted on the released mod thread at http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers. In the top-post FAQ on that thread you will find some help on finding rivers using the game log. This assumes the mod was properly loaded (check the Forge mod list) and that your world supports it (Vanilla minecraft does and so do other generators listed in the top post).
Mod fluids are likely a long way off. Given the technical description a few posts ago, it looks like each fluid requires 16 unique blocks per fluid, in addition to the full metadata component.
That could possibly change in the future. I was trying to get shaders to work with the custom blocks and the ones I tried (SEUS', Sildur's) use hardcoded water block IDs and even with modifications would still require the custom block IDs to be known in advance. Streams has no control over the custom blocks' IDs, so that can't work. But it occurs to me that I could switch back to vanilla water blocks and patch their flow direction methods to check saved Streams structure data at their locations. It would be a bit clunky, and I'd have to test for performance, but it could help compatibility with various mods as well as shaders. I'll have to think about it some more.
Here's one where none of the buildings have doors and the only way to reach the well is to swim across a lake.
And another where half of the buildings towered up on 100+ block tall cobblestone pillars.
The village generation code isn't very smart once you add mods X3
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
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.
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.
(And I want to place ores! Hehe)
Rollback Post to RevisionRollBack
Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
(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 am a 1.8 Minecraft enthusiast. If i give any ideas to you for your mod that you like or even if I just came to say I like this mod, that basically means I would like this mod for 1.8.
I have ASD. I will most likely speak in a way that could offend people, that's the way I've always been (socially awkward), however, I do not mean to be offensive to anyone. Tactfulness has never been one of my strong suits. So, if your going to hate me...then don't bother talking to me as you will just waste my time and yours as well.
Despite what you're thinking the age in my profile is the actual true age. I find it amazing how many people think that ten is my actual age.
Mod fluids are likely a long way off. Given the technical description a few posts ago, it looks like each fluid requires 16 unique blocks per fluid, in addition to the full metadata component.
There's still some dev-oriented talks going on in this thread, but most new topics should be posted on the released mod thread at http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers. In the top-post FAQ on that thread you will find some help on finding rivers using the game log. This assumes the mod was properly loaded (check the Forge mod list) and that your world supports it (Vanilla minecraft does and so do other generators listed in the top post).
My mods:
That could possibly change in the future. I was trying to get shaders to work with the custom blocks and the ones I tried (SEUS', Sildur's) use hardcoded water block IDs and even with modifications would still require the custom block IDs to be known in advance. Streams has no control over the custom blocks' IDs, so that can't work. But it occurs to me that I could switch back to vanilla water blocks and patch their flow direction methods to check saved Streams structure data at their locations. It would be a bit clunky, and I'd have to test for performance, but it could help compatibility with various mods as well as shaders. I'll have to think about it some more.
My mods:
Here's one where none of the buildings have doors and the only way to reach the well is to swim across a lake.
And another where half of the buildings towered up on 100+ block tall cobblestone pillars.
The village generation code isn't very smart
once you add modsX3(And I want to place ores! Hehe)
Please make for 1.8 (Now on Forge!)
Me too! Please make a port of this 1.8.
This is no longer a work-in-progress mod.
Please see http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers for the discussion of the released mod.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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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?
I'd love to se this mod for 1.8
I am a 1.8 Minecraft enthusiast. If i give any ideas to you for your mod that you like or even if I just came to say I like this mod, that basically means I would like this mod for 1.8.
I have ASD. I will most likely speak in a way that could offend people, that's the way I've always been (socially awkward), however, I do not mean to be offensive to anyone. Tactfulness has never been one of my strong suits. So, if your going to hate me...then don't bother talking to me as you will just waste my time and yours as well.
Despite what you're thinking the age in my profile is the actual true age. I find it amazing how many people think that ten is my actual age.
#Give1.8aChance
why is this mod incompatible with deepercaves?
Please note that any questions about the released mod should to the new thread at http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2346379-streams-real-flowing-rivers . Thanks!
My mods: